Hey all,
Wanted to share a game I’ve been building for a while now. It’s called Track Racer IO (https://trackracer.io), a time-attack racer where you set lap times and try to climb the leaderboards. Right now you’re racing neon-soaked tracks since that’s the current season’s theme, chasing your own best ghost and other-players’ ghosts. It’s built on Babylon.js 9 and runs in the browser, and it’s set up to be cross-platform so it can run on mobile too.
Edit: Forgot to include the controls:
- WASD - Drive
- Space or Shift - Brake
- R - Restart from the last checkpoint
- Shift + R - Restart from the beginning of the track
Here’s roughly everything that’s in it right now:
- Time-attack racing across a full campaign, plus quick race
- Ghosts, race against your own personal best and other players’ ghosts live on track
- Leaderboards and world records
- Ranked mode with a competitive ladder
- Clubs with their own chat, invites and member presence
- In-game radio with a now-playing card, skip and song voting
- Garage with full car customization (body, paint, wheels, spoilers, underglow)
- Profiles and driver cards with stats and league progress
- Friends and party system, with emotes in the lobby
- Discord integration with world record announcements posted to the community server
- Season Pass with tiered rewards
- Daily login rewards on a long-running reward journey
- Shop with cosmetics and a premium currency
- Inbox / mail for news and rewards
- Track editor / level design tools (a big focus right now)
- Works on keyboard and touch, in multiple languages
I want to be upfront that it’s still early. The levels are pretty rough (some are literally broken) and the gameplay is nowhere near where I want it to be, so please don’t judge it as a finished thing. A lot of the surrounding features are in place, but the actual driving and track design are still very much a work in progress.
That’s basically where my focus is right now. One side is the overall game feel, the driving, drift, camera, all the small stuff that decides whether a run actually feels satisfying. The other is level design and generation tooling so I can build tracks faster and get the levels into better shape instead of placing everything by hand.
Mostly I just wanted to say thanks to the Babylon team. The engine’s been great to work with and the docs, playground and this forum have gotten me unstuck more times than I can count. The thing I’m most looking forward to is the native side. Since the game’s cross-platform I really can’t wait to get my hands on it and see how it feels off the browser.
If anyone wants to get more involved, feel free to join my Discord channel and help out with the development, I’d genuinely welcome the company.