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The Race Factory is made with a heavy emphasis on multiplayer and the ability to create your own race tracks.

It features fun racing with drift physics, weapons to give you the advantage over the competition, and plenty of customization to make the game just how you want it!

Currently the game is a Work In Progress, however the aim is to have a detailed editor allowing you to create your own race tracks, which you can then race on with your friends or against computer-controlled opponents, or a combination of both!

Pre-built race tracks will be included with the game, for those of you who don't want to spend the time designing your own.

There will be a variety of game modes in the game, including circuit racing and time trial and battle!

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Hello everyone, and welcome to the 3rd weekly devlog for The Race Factory!

This week I spent a fair amount of time on making a drop-in/out system for the menu, this system lets up to 8 players connect and play via keyboard or gamepad, as well as drop-out and let AI take over. The system currently supports Keyboards, Xbox 360/One controllers, and PS4 controllers.

I also improved the detection system for deciding whether a car is on or off the track, and cars off the track will now be slowed down, this prevents the cutting of corners, and makes the AI a little more difficult to beat.

A countdown timer has been added once the first car finishes, which prevents the race dragging on too long if there are cars miles behind, this will be especially useful once online races have been added to the game.

AI have had some minor tweaks, basically to make them push harder when on straights, this has improved lap times on the 2 test tracks I have made, and makes them more challenging.

Next week I hope to focus on sounds and music, making sure the music transitions well and the sound effects fit in with the game. Also considering a change in graphics style, perhaps make it a little more artistic and bright.

See you next week!

Weekly DevLog #2 - Tournaments & Track Obstacles

Weekly DevLog #2 - Tournaments & Track Obstacles


Second Devlog, focusing on the addition of tournaments, and a look at track objects you can place on your own tracks.

Weekly DevLog #1 - Weapons & Split-Screen

Weekly DevLog #1 - Weapons & Split-Screen


Welcome to the first DevLog for TRF! Here's a summary of what's been worked on this week: 4 Player Split-screen, 4 weapons, positioning and a race results...

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Latest tweets from @oliver_stogden

Who wanted elevation/height changes in the track??? No-one? Well too bad, it's being added anyway! #gamedev #indiedev #indiegamedev

Nov 27 2018

New devlog out now on #itchio Detailing the changes made over the past week. Another devlo…

Nov 25 2018

More progress on the network! Lobby chat is in, also ping and hosts version number is now shown on the list of game…

Nov 23 2018

More work done on networking today, focused on syncing the lobby up. Sending player names and "ready" status. Hopef…

Nov 22 2018

New devlog on #itchio details the many changes over the past 3 months! #gamedev

Nov 18 2018

Network programming, my favourite... :'( I think I'll go design some menus instead... #gamedev #indiedev #indiegamedev

Nov 17 2018

On holiday for a week now! Added and fixed most of the suggestions and bugs from private testing. #indiedev #indiegame #indiegames #gamedev

Oct 26 2018

Anyone have any tips on how to efficiently send analog stick input over a network? Haha #indiedev #gamedev #indiegamedev #gamedevelopment

Oct 24 2018

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