Winnetrie Racing.
Top-down racing with AI opponents and a track editor.
An evolving top-down racing game with a track editor, a growing garage of distinct vehicle classes, AI driver styles and multiplayer room experiments.
What's it all about?
Winnetrie Racing is my top-down racing experiment with its own track editor, vehicle garage and single-player races against AI drivers.
Recent development has focused on a wider garage of cars and vehicle classes, tiered stats and upgrades, more varied AI tactics, race setup screens and multiplayer room flows.
The project remains in private admin testing while vehicle balancing, online synchronisation and user-interface details are refined.
The puzzle behind the idea.
Create responsive controls and believable collisions and traction, while keeping AI behaviour useful and the editor flexible.
How I'm building it.
I use short play-test cycles to refine the vehicle footprint, wall contacts, AI, track objects and sound synthesis.
My role
Independent webgame: design, gameplay systems, track editor and iterative testing.