GoRacer is starting to get a garage of its own. Alongside the tracks and the driving, I've been building original cars for it: a lightweight 16V hatch, an 800 hp hillclimb monster, two very different desert trucks, and rebuilt versions of the rally cars that started it all. Fictional names, their own bodywork and liveries, and plenty of that old arcade-racer character.
Rook HC4 in Summit Works colours: an original GoRacer hillclimb hatch with very little interest in being sensible.
I've been working on AssettoServer Race Control, a Windows app for setting up and running custom Assetto Corsa events. Cars, grids, bots, weather, live race monitoring... all fairly sensible things for a racing simulator. Then there's the other mode: choose a loadout, grab a rifle, and play a Call of Duty-style deathmatch. Inside Assetto Corsa. Yes, really.
Race Control's Live Race view: circuit map, server controls and live bot telemetry. Click the screenshot for full size.
Got full wheel support working (clutch, H-shifter, FFB) and it feels great from the cockpit view. Still waiting on Fanatec to see if I can get their SDK - I really want FullForce in there as well. If I get that, I'll do a full "simulation" physics model (currently I have "Arcade" and "Simcade").
I'm really pleased with how well this works, so my next big feature is going to be - VR! Really excited about that one, being able to play my own racing game in full VR on my sim rig is kind of an amazing prospect, not gonna lie.
While my first game is about to be released on Steam (should be available here: https://store.steampowered.com/app/4920290), I had the urge to start work on my own take on a 90's arcade racing game in the vein of Daytona, Sega Rally or Ridge Racer - or rather, the way I remember those games feeling and looking like.
It might not go anywhere, but as with anything I do, I'm fully committed at this stage and when I get excited about something, I get really productive. Here's a first (and hopefully not last) look.
Muzzle flash on my multiplayer characters started appearing as if coming out their ass due to a bug, and I was seriously contemplating leaving it and wiring a fart weapon type that shoots backwards.
I added a mutator system (applied before a multiplayer match), and some of the mutators literally give cheat mode to all players in the lobby. Wallhacks, aimbot, infinite ammo, speed hacks, you name it. It's fair play if everyone gets them though, right? Still feels wrong.
This continues the mashup philoshophy of my game development. It's a boomer shooter, but has heavy influence from Call of Duty in terms of game / match structure, and several ideas from Unreal Tournament as well (instagib, and now mutators).
I'm sure SF2 is a favorite of many, but I doubt the OG Super Nintendo version of World Warriors tops many charts, since it's usually neither the most popular version (Turbo tends to be the fan favorite), nor the best version - Street Fighter II has been released on every platform under the sun, most being more powerful and capable of delivering a better rendition than the SNES.
Still, it's the one I'm nostalgic for, so that's what I was aiming to achieve doing this remake.
Most of my time making my games is spent creating the tools to produce assets, levels, etc. Here's a look at a map editor for my first person shooter game GoJaceFPS, called GoEditor. I made it because I didn't particularly like the Unreal Editor and wanted something that remined me of old school tools like the Hammer Editor by Valve, which I used to make Half-Life and CunterStrike maps back in ... a long time ago :O
I'm making a multiplayer arena boomer shooter for LAN 2026.
Go Jace FPS is a retro 90s-style 2.5D boomer shooter built in Unreal Engine 5, mixing fast first-person combat with Slovenian folklore-inspired medieval horror. Players push through stone corridors, catacombs, collecting health, armor, and ammo while facing demonic enemies with modern firepower.
Under the hood, the game is being built with LAN-ready architecture from day one, including server-authoritative weapons, replicated pickups, enemy AI, and a foundation for future Windows Store and Xbox support.
A short video featuring Fiesta ST X Line - Nurburgring Nordschleife Touristenfahrten 17.3.2024 - 9:41 BTG. My first ever solo lap on Nordschleife @ season opening weekend 2024.