Si, e di brutto, adesso al terzo colpo finisce la gara, e che cacchio.
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Si, e di brutto, adesso al terzo colpo finisce la gara, e che cacchio.
Non lo lancio da una vita, ma sta cosa non me la ricordavo proprio (la letalità degli urti)
Devo rifarc un giro, in attesa della Build #6 (che si fa attendere mica da ridere, stavolta)
No non esiste sarà statio un caso che gli è capitato un urto particolarmente violento
Ad ogni modo, i Bugbear meritano la palma di team più lento della storia, e quella di marketing/comunicazione più disastroso
I forum Steam traboccano di odio e critiche, e lo so che prestissimo uscirà una nuova build succulenta, ma nel frattempo la gente si scogliona troppo.
Devono svegliarsi su questi aspetti. Oddio, per lo staff piccolo a fronte di un progetto molto ambizioso non c'è soluzione, il budget e le dimensioni sono quelle, quindi c'è poco da fare.
Ma almeno sulla comunicazione, azzo, potrebbero darsi da fare. Basterebbe una jpg sfigata alla settimana, qualsiasi cosa, per placare molti animi.
Sparire nel silenzio a ogni build è deleterio, non importa quanto meraviglioso sia quel che stai costruendo.
Magari ci hanno viziato troppo all'inizio, di aggiornamenti ce ne sono stati parecchi. Probabilmente si sono messi sotto per rispettare qualche scadenza, ma non me la sento di infamarli troppo. Più che altro sto vivendo la solita situazione con carmageddon 4, e devo dire che i bugbear al confronto sono stati veramente professionali.
Per la questione danni auto non so cosa poter aggiungere. Hanno alzato troppo lo soglia di realismo. Va benissimo non poter guidare un auto ridotta a una ruota e mezza come le prime versioni (lol), ma con un motore fisico del genere non si deve aver paura a rifilare qualche sportellata di troppo...
uè, forse han sentito il mio sfogo :asd:
nuovi screen (nuove skin, anche) delle prove tracciati
https://fbcdn-sphotos-d-a.akamaihd.n...88137742_o.jpghttps://scontent-mxp.xx.fbcdn.net/hp...61441987_o.jpghttps://scontent-mxp.xx.fbcdn.net/hp...47323444_o.jpg
Ahah ottimo, prova a protestare anche sull ottimizzazione di carmageddon per favore :D
:asd: adesso faccio il rompicoglioni polemico ufficiale di tgm, alla Beppe Grillo, deciso.
Non ho mai detto che sia una simulazione :D ho solo detto che la soglia dei danni attualmente è troppo puntata al realismo
Carmageddon reincarnation è entrato in beta per san valentino, ma è ancora troppo acerbo per consigliarlo come early access
mai è troppo per gli affinamenti e la serietà in un video gioco, ormai quasi tutti i giochi escono fatti in fretta e furia.
week report della settimana. ecco il perchè dell'attesa a quanto pare. se tutte le parole si traducono in realtà concrete.... sticazzi, ma grandi grandi
Citazione:
Topic: Weekly Report #8 (Read 236 times)
Team Bugbear
This week’s blog opens our design philosophy and the lengths we go to so we can deliver that vision to our players.
The focus is on physics, and what we’re doing with all that jazz.
As a company, Bugbear is committed to making delightful car games. Not only do we strive towards excellent entertainment factor, we want our games to last for years. With Wreckfest, we really let our ambition run rampant, because we don’t want to create just another run of the mill action racing.
Often cars in games have only a few discernable factors, like acceleration, top speed and turning speed. That’s it. They’re really simple creatures, and this usually results in each new car being just plain superior to what you previously had, because of those overly simplified characteristics.
We don’t want to do that. We want our cars to be the main characters of Wreckfest. We want each and every car to be their own person, with their own quirks, strengths and hiccups. To accomplish this, our cars can’t only just feel different, but actually be different.
This feat requires some true magic under the hood. In order to give the cars enough personality, we need to have enough variables in handling and behavior so you could really spot those differences. This, of course, means amping up the physics engine, and to be honest, we’re going out of our way to do this right.
Each car has a huge number characteristics that define how it functions. The values given for the car’s frame affect how it turns, lulls, nods and bends in any given circumstance. In Wreckfest, the suspension portion of the car, meaning springs, sway bars and so on, is just a small part of the whole, but that alone contains over sixty different values. Each of those values affect directly how the car behaves, and each value needs a bucketload of tuning so you can get that feel of the car just right. The suspension is both a treat for sore eyes, as the cars bounce on their springs realistically, but also an important part of modeling car handling to the tee.
The tires of the car get a lot of love as well. They’re actually a perfect example of our attention to detail. For example, the surface of the tire is divided into small segments. Each segment has several layers: our physics modeling takes into account the rigidity of the tire’s surface, the elasticity of the rubber mixture, and shock absorbance of the layers beneath. Not only that, we monitor things like friction and how the tire heats up – and how that heat changes the various characteristics! In short, our tires behave differently when they’re warm, and they have enough values to handle simulating any surface conditions we want.
Despite all this hyping up of how detailed we are with our physics modeling, the main goal, however, is not because we want to be a simulator. No. We need our physics modeling to have this much detail because we want the cars to behave like they’re supposed to when you’re sliding. We want that feel when the car remains in your precise control even when you’re drifting like crazy. That feel when your steel horse bucks and whines under you, but you, you remain in control. You can’t do that without digging deep into physics. So, we dug deep.
This is why it’s taking so long to get the next build ready for launch.
This is also why we think it’s worth the wait.
-Team Bugbear
http://nextcargame.com/wp-content/up..._creation1.jpgCitazione:
Hello again!
With the new physics model coming up, we want our tracks to live up to the standards that kind of detail brings. That’s why this week’s blog will be about designing race tracks – what’s our philosophy there, and our golden goals?
In general, we are not aiming for easy tracks. However, we don’t want to create unfair tracks, far from it. We want the players to be able to learn the optimal paths to drive, and then hone their skills to shave precious seconds off from their lap times. We want the tracks to have this kind of detail – that you can enjoy thoroughly the tracks when you’re cruising for bruising, but if you want to push your limits and break your speed records, there’s absolutely room for that.
The essential philosophy in creating a track like that is that it should not fight or punish the player, that the tracks won’t let you go easy but also won’t kick you when you’re down. This means our tracks should have room for errors. You might floor it too heavily on a straight and brake too late, which will result in the car swinging off the road. But, having that room for error, that wide patch of grass before the tree line, ensures that you can get back on track and up to speed without losing your momentum entirely. (At this moment, not all our tracks are this kind.)
In addition to these safety zones, we aim to pace our tracks. You have your curves and your chicanes, but you’ll also have straight patches of road where you can put the pedal to the metal. This is not only because we appreciate the need for speed, but also so that you can have a moment to breathe and collect yourself after a not-that-optimal swerve and slide at that latest curve that got your heart racing. Take a few seconds to just keep on accelerating, and use that moment to wipe your brow and sigh from relief. That’s what we’re after.
With these two basic goals in mind, we can make tracks that are challenging, but not punishing, and can be enjoyed by Sunday drivers and gung-ho speed freaks alike. Especially the delicately designed optimal routes should provide a lot of substance to people who aim to be in the top 1% fastest drivers in each given track.
To make tracks like this, we do a lot of research. We examine thoroughly how classic real life tracks look like from the ground and from the air, so we can learn exactly what makes them legendary? We have obtained a bucketload of new tools that allow us to create a track by adding and moving control points and then creating a procedural geometry and terrain for a specific area, as well as tweaking the inclination of the road and angles of banks with one degree accuracy.
The best bit? We are making a library of road parts so that we can quickly mix and match, so we can create new track prototypes faster and faster. This means more speedier development times for tracks, which means we’ll be able to push out tracks on a faster pace.
The cherry on top? This library of road parts will be a terrific help for modders, who can either use these bits of track as they are, or they can alter them as they see fit!
All this is in line with our usual design philosophy: more depth than you’d ever guess, but with low enough a learning curve that you can thoroughly enjoy taking it casual.
That’s it for this week!
Enjoy the weekend, and, as always, stay safe.
-Team Bugbear
http://nextcargame.com/wp-content/up..._creation2.jpg
io ho riprovato a giocarci ieri, per vedere se a distanza le impressioni sui danni fossero cambiate.
gara su sterrato, single player.
su 3 volte sono stato posizionato random in partenza sulle prime file, alla prima curva c'è il macello che si sa...
in tutte e tre le volte non sono riuscito a finire nemmeno un giro che dopo poche collisioni avevo già un triangolino nero da qualche parte. e non è che sia incappato in chissà che incidente... semplicemente qualche botta.
io non so se voi giocate in multiplayer, dove magari è più permissivo, ma confermo le impressioni precedenti, e questa piega non mi piace per nulla sinceramente :stress:
cacchio mi hanno tolto la soddisfazioni di fare a sportellate con un engine del genere.... non ha senso :mad:
:asd:
minchia figlioli, la sofferenza...
http://i.imgur.com/8Upis50.png
Per fine 2015 uscira' la versione completa?
Intanto il gioco si sta pigliando una vagonata di recensioni negative su steam visto che sono 8 mesi che non viene aggiornato. Leggo sul forum che i devs postano ancora qualche piccolo update ogni tanto,ma trovo abbastanza vergognosa la gestione di questo promettente titolo.
Non dico che ho buttato via i miei soldi,perchè le mie 50 ore le ho fatte... speriamo che riescano almeno a finirlo.