Karts, hovercraft, boats: racing is wider than cars

By Eduardo Orellana · Updated

Flockbay is free on your own Claude or ChatGPT plan. Claude Pro or Max, or ChatGPT Plus or higher, builds a real Godot project in the Godot editor. Claude Free and ChatGPT Free do not run here. More models are optional, a credit reload at API prices. Windows today. The engine is the official Godot release. Racing makers usually ship with a car, a track template and a fixed idea of the genre. Flockbay has no such list, because everything it builds is code written on request inside a real Godot project.

The genre is not just circuits and cars

Racing covers rally stages that are point to point, karts with items that change who wins on the last corner, boats where the water is the track, hovercraft that ignore terrain entirely, downhill runs where you have no engine at all, and time trials against a ghost of yourself.

Tools built around a car on a circuit handle one of those and make the rest awkward or impossible. That is the cost of a fixed template: it is excellent until your idea sits slightly outside it, and then it is a wall.

Flockbay has no vehicle catalogue and no track templates. What a vehicle is, is whatever the code says it is, and the code gets written when you describe it.

More on this: Racing game maker: handling is a feel, and feel is tuned by driving

Say what you want to control

A hovercraft that skims water and terrain alike, loses grip in turns, and can boost by venting height. A kart that drifts if you hold the button and rewards releasing it at the right moment. A boat that only turns while the propeller is in the water.

You describe it, Flockbay writes the GDScript in your project, and you drive it. Then you say what is wrong and it changes. Nothing in that sequence involves checking whether your idea is a supported vehicle type, because there is no such list.

The same is true of race structure. Point to point, laps, checkpoints with time extensions, elimination every thirty seconds, a rally with a co-driver calling notes. All rules, all code.

The world is the other half

Flockbay builds worlds with real terrain, water and weather, which is unusually relevant here. Rally lives on surface change and elevation. Boat racing lives on water that behaves like water. Snow, fog and night are not decoration in this genre, they are the difficulty.

You build the route by hand in the builder, then drive it, then move things. Corner placement in a landscape is a judgement made by being there, and it is why the builder is a builder rather than a text box.

Real-world elevation data is available, which is a fast way to get a stage that feels like a real road through real hills.

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The practical facts, stated plainly

Flockbay is a desktop app for Windows. Godot, open source, is bundled inside it, and your game is a real Godot project that runs locally when you press play. There is no browser version and no streaming.

There are no servers, hosting or matchmaking, so racing against other people over the internet is not something this hands you. AI opponents and time trial ghosts are ordinary things to build.

Building needs an internet connection because the chat, asset generation and world data come over the network. Playing does not. Free to download, and the builder is free to use. Flockbay is free on your own AI: your Claude or ChatGPT plan, your own agent, or an API key.

Catch-up, difficulty and who the game is for

Racing games have a structural problem: a player who falls behind early has nothing to do for the rest of the race. Every solution to this is a design statement. Rubber-banding keeps the pack close and annoys the good driver. Items that favour the last place make chaos the point. Nothing at all makes it a purist time-trial in company.

Choosing which one you want decides who your game is for, and it is worth deciding deliberately rather than inheriting whatever the first implementation happened to do.

All three are rules, so all three are code you can try. Build one, race it, and notice whether losing was still interesting. That is the test, and it takes a few minutes rather than a rewrite.

Sound does more here than anywhere else

Take the audio away from a racing game and it becomes unplayable in a way that surprises people. The engine note is how you know when to shift, the tyre squeal is how you know you are past the limit, and the change in tone off a wall is how you know how close you were.

That makes audio a control input rather than decoration, and worth attention early rather than in a polish pass. A vehicle that sounds like a single looped sample at every speed will feel wrong even when the handling is right.

Audio behaviour is code: pitch tied to speed, layers that fade in under load, a skid sound tied to grip loss. Describe it, drive it, and listen with your eyes closed for a moment. It is the fastest diagnostic in the genre.

A starting project for this is the racing and sports game templates.

Questions

Is there a list of supported vehicle types?
No. Vehicles are code written on request, so a hovercraft or a boat is no more special than a car.
Can I do rally stages rather than circuits?
Yes. Race structure is a rule like any other, and the terrain tools suit point to point stages well.
Can I race friends online?
Not through Flockbay, which provides no servers or matchmaking. Ghosts and AI opponents are the practical route.
Do I need to code?
No. You describe the vehicle, drive it, and say what is wrong.
What does it cost?
The download and the world builder are free. Flockbay is free on your own AI: your Claude or ChatGPT plan, your own agent, or an API key. Flockbay builds from a library of ready-made objects, or with Godot's own shapes.