Bugbear's "Next Car Game" need your vote - Steam Greenlight.

Great video. Pretty annoyed I didn't get this in the sale a few weeks back.

Will there be much customisation in multiplayer? It could be something quite special if so!
 
This looks pretty amazing :)

the damage meter looks similar to psygnosis destruction derby (dos) :D
DD.jpg

used to play DD on multiplayer vs my brother using a old DB25 COM port connection back in the DOS days :)

tempted to buy this from their site for £15 :D multiplayer will be the biggest reason to get it tho
 
^ thanks for sharing, does look amazing.

Any news when this will be officially released?

No new news from Bugbear about when NCG final version will get release. But Bugbear web page did get updated to say this:

http://nextcargame.com/

When is game coming out?

Sometime in 2014 ( it use to say spring 2014 )

Bugbear has said they are looking to release a full feature alpha this summer. My best guess is we will see final version of NCG release before Christmas.
 
Here some multiplayer news:

http://community.bugbeargames.com/index.php/topic,836.msg44669.html#msg44669

Purple44 >>>
Good news, Bugbear been using LAN with NCG.

Slow News Month

Ben Lind >>>
As I said most of it is behind the scenes stuff and nothing major contentwise. We've had to fix a lot of stuff that got broken both in code and on the art side as well. A couple things that might be interesting though...

The visual deformation should now affect the mechanical damage and therefore match a lot better. The mechanical damage is calculated by how much the geometry moves instead of being separate.

We've done some successful LAN tests and it's a lot of fun but not entirely there yet as there are still a few bugs to iron out. Not sure if it'll make this update yet so don't hate me if it doesn't.
Saw Ben mention LAN over at the Steam forum this morning, so I had to reply.

How about another update?

Purple44 >>>

Ben Lind >>>
We've also been doing some successful LAN testing here and there's still a few bugs to fix but it looks pretty promising at the moment. Hopefully that will make it into the next update as well but I can't say for sure yet.
LAN, did I read LAN!! that good news. That will make a lot of Flatout fans happy that still do LAN partys.

And if there a working LAN mode, will we be able to use Tunngle to take NCG online???? Like we did with Flatout 1 and 2. If so, then that would take some pressure off Bugbear on getting multiplayer ready to test. We could do some testing through Tunngle.
Ben Lind >>>
I don't have any specifics yet but currently you can host via the game menu and others in the same network can search for your game and connect to you. We'll know more a bit later.
 
Just got this from the steam sale. soooooo much fun. Im loving it and it really does remind me of the destruction derby days.

My only peeves so far is if you cant force AA in the control panel it messes the game up and secondly crossfire doesn't do anything.

Seems every new game these days doesn't work with crossfire lol. It makes you wonder why bother.

The game is a lot of fun though when running it with just a single card.
 
I knew I recognised it from somewhere! Only difference is, you can sort of see just how badly destroyed your car is now, where as back then, it was all a mess. :p


With the new Build ( #5 ) coming out this week, will have the new damage system Bugbear been working on, to get the damage indicator HUD to better match up with the actually damage done to the car. :)

I bought me a second copy of NCG today. :)

I'm ready to test new LAN mode. :)

Purple44 >>>
If you have not heard yet, LAN mode been confirm to be in new Build #5 being release this week. :D

http://steamcommunity.com/app/228380/discussions/0/522730075449988281/#c522730699412319187

jannesBB >>>
We have been working very hard to bring you the next update. Reworking the engine has taken somewhat longer than we anticipated, and we apologize for the delay. However, we didn't want to release something broken, but instead chose to use a little bit of time to work out the remaining issues. In the end it will mean that you will get a better game, so we're very hopeful that you too will agree that it will have been worth the wait.

Unless something really unexpected comes up next week, LAN functionality will be included in the next patch. It's a feature that's we very much wanted to include in the game as a thank-you for the tremendous support we have received since LAN is something that a lot of you have been asking. And even if you don't care about LAN multiplayer, not to worry, there's a lot of other cool stuff in the works!

More about the update next week.

So it hit me, I should take advantage of today Steam sale and pickup a second copy of NCG for $18 for my second computer. Now I can test LAN mode between my newest gaming computer and my last gaming computer that has my other Steam account from when I bought Half Life 2.

So, I'm ready to test new LAN mode. :D :D :D :D

Also I will be looking into seeing if we can use Tunngle to host NCG online, like we did with Flatout 1 and 2. :)

You guys ready for some 12 player derbys online? Ready for some rough and tumble racing on the Sandpit track online?

Tunngle-network.jpg
 
Really enjoyed this last night, very nice physics model and so nice to be able to nudge other cars rears and see them spin out etc.

Finding it difficult to knock cars out in the stadium though!
 
had this for a while but also looking forward to MP. DId anyone play the game mode on Destruction Derby Raw I think it was, where 20 cars started ontop of a skyscraper and the idea was identical to the arena, except you could push cars off (or fall off yourself)

Would lvoe to see this mode in NCG
 
NEW UPDATE - (New car, new track, LAN support) :D (2.1GB)

Update #5 2014-07-03
July 3, 2014/0 Comments/in Uncategorized /by Team Bugbear
(tl;dr – Build updated! New car, new track, LAN support)



And here we go! The new and much-awaited build of Next Car Game is finally out there.

What does this mean in the end? Well, it all boils down to why it took so long between the updates in the first place: we upgraded the game’s engine. In its old iteration, we weren’t sure that the engine could handle all the features we want to include in the game, so, to play it safe, we took the long route and fixed the engine. In essence, we tore it apart. We cut off clumsy clusters of code, with each cut paving way for a more streamlined and more robust iteration of the engine.

It was a lot of work.

As it’s our own engine, we had a pretty good idea how long it would take, but in the end, the amount of effort it took was much more than even we ourselves had anticipated. But, it did pay off in the end. Now we can be certain that the engine can withstand all the nifty we have planned.

The bad news is that, despite the work we’ve already put in, the engine is still far from finished. It’s a rickety contraption that’s bound to buckle and crash and sway and stagger, so expect Next Car Game to give you a constant supply of trouble.



And now the good news.



Next Car Game will soon run more smoothly, thanks to the new engine. What is now purring under the hood will also power a more complex, more detailed and more all around awesome damage model, meaning that all kinds of things can break, bend and tear in your motorized steel bullet. What you now see in this build is just the beginning.

We have also added a second American muscle car to the mix! This baby is difficult to handle, but the power it commands is definitely something to be reckoned with. Again, this is just the beginning – we have many more cars lined up, but one banger at a time, folks, one banger at a time ;)

We have also included a very early prototype of a new track! And take note of the word “prototype” — it lacks pretty much all the nice bells and whistles, meaning that it’s our ugly duckling, but we thought it’d be cool to show you how the track looks and feels like before it’s finished. This new sand pit course should provide you with clever ways to swerve, careen and crash, but what makes the track special is that we’ve done something we have never tried before: the surface of the road has “noise” and it affects your handling! The surface noise simulates the uneven surface of the road, affecting the suspension of your car and giving the steering some sweet, sweet feedback effects. We hope you like it.



As a cherry on top…

Ladies and gentlemen, Motor City madmen and crazy girls of Crash Country…

Next Car Game now supports LAN gaming!

Yes, that’s right. After getting so much requests and wishes and messages hoping that the game would support local area network gaming, we went and did just that. After all, we’re doing this game for our fans, to whom we owe a great deal more than just a car game. We owe you all our honest friendship, our sincere love, and our utmost respect.

The LAN feature supports 12 players at a time, and while a real deal online mode is still missing, this is an important step towards that goal.



But please, do remember that Next Car Game is still ways off from being a final product. It will crash. It will stutter. It will not work the way you want it to, and it will **** you off. And if you’re LANing your heart out, expect lag, especially if your server isn’t robust and you want to keep all graphics settings to the max. But, as said, it’s a work in progress, and we’re working real hard on making it a better game, one line of code at a time.

You can be of great help and immense importance to us by giving us some solid feedback. Feel free to be direct, and no need to be nice, but be detailed in what’s bugging you. That’s the best way for us to know what’s wrong with our game, as that’s how we’ll know what we need to address next.



Thanks for your time, and for your support, good folks!

Enjoy :)



-Jori Virtanen, game designer, Bugbear Entertainment Ltd.
 
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A lot of updates for this one. It's long awaited too.

Known Issues:

The alternative route on the new Sandpit1 does not exist.


Engine:


Rewrote the engine.
Significantly simplified gameflow logic.
Added support for data hotloading.
Wrote a shiny new property editor.
Removed a ton of old legacy code.
Rewrote the effect system, note that certain effects are missing as of now.
Added a launcher option to set grass rendering distance.


Multiplayer:


Implemented LAN multiplayer for both race and derby, currently supports up 12 players. Please note that the performance of the server has a significant effect on the client's performance, and if the server is struggling you might experience additional lag on the clients. If you experiencing lag, it's recommended to lower the quality settings via the launcher.


Input System:


Added remapping support for XInput devices such as the X360 gamepad.
Added D-pad and look-around support for DirectInput devices.
Increased the amount of rebindable controls.
Added analogue handbrake support.
Added proper H-shifter support.


Gameplay:


Improved AI behavior to help it stay on track better.
Added first draft of scoring events.


Damage:


Implemented new damage system based on tracking deform instead of impacts.
Improved deformation to make the cars break apart in a more realistic manner.
The car that is heavier and traveling faster will now have an advantage in collision.
Fixed an issue where unlocked panels such as doors would not animate correctly.
Added a placeholder smoke effect for the critically damaged engine state.
Added a release state to all wheels so that they can be torn off.


Cameras:


Implemented an improved camera system.
Reworked all cameras, FOV, position, etc.


User Interface:


Rewrote the user interface platform.
Implemented new Replay user interface.
Added a preliminary scoreboard to post-race.
Improved the main Garage UI somewhat to enhance usability.
Removed the vignette effect when getting damaged during gameplay.
Added support for fetching Steam user name and avatar.


Vehicles and Upgrades:


Added a new American Muscle car.
Reworked engine upgrade parts to mimic real-life parts.
Reworked the suspension setups for more authenticity.
Added first upgrade part descriptions.
Improved gamepad controller functionality.
Switched Anti-Spin assist to an improved Stability Control assist.


Vehicle Dynamics:


Added simulation of Ackermann steering geometry.
Improved shifting center of mass calculation when vehicle is airborne.
Improved simulation of viscous forces when driving on loose surfaces such as gravel.
Added engine shake calculated from the piston movement to simulate engine rumble.
Added support for turbochargers and superchargers, upgrade parts using this feature coming later.
Improved suspension simulation; center of mass now affects suspension.
Improved suspension geometry simulation.


Weathers:


Improved weathers to give a better sense of light.


Tracks:


Added a new Sandpit race track, still work-in-progress!
Enhanced various bits and pieces of the existing tracks.
 
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