A repost fom Bugbear's
Weekly Report (Mar 08) thread:
A community screenshot by SensenM4nn.
Another busy week down! The development of the title is rolling on at a steady pace on many fronts. A majority of our coding team has been concentrating on developing our engine, while the level and art teams have been creating – you guessed it – new cars and tracks. We’re going to give you a teaser of those when we have a bit more to show, but this time we’re going to talk a bit about the forthcoming replay feature as well as a few common issues our community has encountered with the game.
Like said, the first iteration of our replay feature is now almost completed. Jani has been working on it for some weeks now, and he’s managed to pack in some pretty neat features. The way it works is that it will record the whole event, and afterwards you can simply let the replay roll and watch the whole barrage of twisted metal again in different camera perspectives or even in your custom one by using the free camera functionality. It will also feature time controls (slowing down and speeding up for those cool slow-motion shots), camera lock to target car (follow), target switching, pause and resume, as well as depth-of-field and field-of-view settings. In short, all the tools you might need to create your perfect cinematic video!
We also have some great news to those using multiple controllers to play the game, for example separate wheels and pedals. Currently the game only supports single controller at a time, and while that is of course not a problem if you use a wheel and pedals from the same set by plugging the pedals directly to the wheel, it makes it impossible plug both the wheel and the pedals directly to the system via an USB connection. Thanks to Tapio all that will change with the next update, after which the game will support multiple simultaneous controllers. The next update will contain quite a few other controller support improvements as well; complete details when the update is out.
A community screenshot by Conte Zero.
Speaking of controllers, quite a few of you have voiced your concern that the handling is currently too sluggish with a gamepad, taking away much of the fun. We’re glad to let you know that we agree with you, and we’ve been working this week to improve the situation. The reason why we introduced slower steering rate in the first place was to make the cars easier to control without any driving assists by preventing the player from making too drastic countersteering measures to combat fishtailing, but now in retrospect it does seem like we jumped the gun and made a too hasty decision on how to improve the situation. We’re of course still working on the handling (probably will be all the way until the end!), but we’re confident that we’ll be back on track with the next update, and we’re already really looking forward to hearing your feedback.
Oh, and before I forget: we’ve also received quite a lot of feedback that the AI controlled cars have too little mass in player vs. AI collisions, making it possible for the player to plow through scores of AI opponents without too much difficulty. We’ve heard you, and there’s an improvement coming for that too in the next build.
That covers the most important news, but we still have a little treat for the end. A talented YouTube user jaimswallace has produced an amazing cinematic trailer for Next Car Game, and what’s even more amazing is that he did it without the forthcoming replay feature! If you haven’t already done so, check out jaimswallace’s video at
https://www.youtube.com/watch?v=188j9uV4LvU and don’t forget to subscribe for more explosive action!
Thanks to everyone for thoughtful feedback, we really appreciate it.
Janne Suur-Näkki, game designer
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Be sure to checkout jaimswallace great video.