Author Topic: Weekly Report (Mar 08)  (Read 13475 times)

Team Bugbear

SensenM4nn

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.

xfyFskil

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 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

« Last Edit: March 08, 2014, 08:40:37 PM by Janne Suur-Näkki »
Team Bugbear, March 08, 2014, 08:31:56 PM Logged

  • Purple44

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    That is a great video done by jaimswallace.  :D

    Nice to hear there will be robust replay features in NCG!  :)  Will these replay features work online too? I doubt it, but have to ask.
    Flatout Joint, where the mods were.

    i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

    Janne Suur-Näkki

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    We haven't tested the replay feature in online conditions just yet (the multiplayer component is currently offline, anyway), but from a technical point of view there shouldn't be any reasons why it couldn't be made to work. Other than that this will be just the first iteration of the feature, and there will be further development and improvements down the road.

    deadmoroz14

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    Nice work!
    Will there be a replay saving functionality?
    SANDBAGGER

    i5-3570k
    16GB RAM
    AMD HD7950


    SensenM4nn

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    wohoo one of my screenshots  :D
    and holy **** this video is awesome jaims.perfect music and clips for a perfect game.. great work  :)
    please more videos like this mr. wallace.
    can´t wait to play the final game.
    love you BB <3


    ####
    ####  greetings from germany =)
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    Keras

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    Really awesome video!
    As always I`m excited for the update :D I hope the replay will be more accurate than in FO2 where the objects often had an incorrect position. Also it would be great if we could skip forwards/backwards in time without having to watch the whole replay. Was annoying in FO2 when you missed that awesome moment you wanted to see and had to watch the whole thing again.

    conso1727

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    Keep them come!
    I hope you won't tell us when the next update comes, the hype and the waiting for the last one almost stopped my heart D:

    RacerBest

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    Amazing video.

    I can't wait to see what kind of videos people can make with the upcoming replay function.

    Usmovers_02

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    This is simply excellent news! I can't tell you how much time I've blown in Halo's Theater. It's just amazing that we're going to be getting similar and even better (partially through 3rd party software) functionality! It's even more amazing considering how severely lacking previous BB replay features have been. You guys really really do listen to your fans.

    Purple44

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    We haven't tested the replay feature in online conditions just yet (the multiplayer component is currently offline, anyway), but from a technical point of view there shouldn't be any reasons why it couldn't be made to work. Other than that this will be just the first iteration of the feature, and there will be further development and improvements down the road.

    Hmm, k if replay feature would work online, we would need to save after race is over so can edit replay later. Don't think the guys would appreciate me taking 20 mins to tweak video and record it before starting the next race.  :P
    Flatout Joint, where the mods were.

    i5 2500 i7 8700, 16GB, Nvidia 660 960 1060 6GB, Win 10 64bit, DFGT Wheel

    LUNITIC_WILL

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    i just thought of something. can we have the engine smoke/fires when our health gets low please?
    "one shall stand, one shall fall" Optimus Prime 1984-present

    Majatek

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    NCG is shaping up nicely, and the community with their creativity really makes it worthwhile being part of the experience. Many thanks to everyone involved! I'm looking forward to the teasers that you have in store. :))
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    Having problems with purchasing NCG? Contact support@bugbear.fi

    I moderate forums & break games

    Daystar

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    Hmm pretty cool update. I am really excited about the replay progress so far! However I am a little saddened that you did not show another sneak peek of a track like the previous Gravel Pit one! ahwell... Keep up the great work!

    Janne Suur-Näkki

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    • Posts: 2020
    The first iteration of the replay feature will not track dynamic objects, i.e. tires and stuff like that. It's something that we will be considering adding later down the road, but of course it will mean that the feature will consume more resources - the framerate hit should be mostly negligible even with the large number of objects (remember, the physics stuff is calculated in real-time anyway), but memory usage will increase. That said, it shouldn't pose that much of a problem with some clever approximation and interpolation. However, the issue of dynamic objects not being recorded will not be as critical as it was in past at least for the time being since most of our objects don't have enough mass to have an effect on the vehicles.

    Engine smoke from damaged cars/engines will be most likely added at some point, we just first need to figure what kind of components we want to take into account when tracking gameplay damage and whether they need any emitters. In other words, it's a question of thinking first an then doing ;-)
    « Last Edit: March 08, 2014, 11:44:14 PM by Janne Suur-Näkki »