Week #50: The Holiday Update

T

Team Bugbear

Guest
HTML:
<p>All righty!</p>
<p>It’s been a while since we blogged last, and we’re sorry about the silence. But, we have indeed been quite busy developing <em>Wreckfest </em>to be all it can be, and we’ve made huge progress in these past months. Unfortunately, we couldn’t reach a build that would be releaseworthy before the holidays are upon us.</p>
<p>Allow us to go into detail:</p>
<p>We have introduced several features to our internal build, and all of them have made <em>Wreckfest </em>a better experience.</p>
<p>Disabling resets? You got it.</p>
<p>Changing cars and tracks in the lobby so you don’t have to quit every time you want to shuffle things up a bit? Yep, that’s in the game as well now.</p>
<p>AI cars in multiplayer races, both LAN and online, to create some extra havoc? Damn straight.</p>
<p>Class restrictions so that you can limit the power of the cars in the race? That’s there, too.</p>
<p>Server filters, so you can find the type of game and track you want? Yessirree bob, we deliver.</p>
<p>Improved tire physics? Looking good!</p>
<p>Improved suspension physics? Yes, well, there’s the rub <img src="http://nextcargame.com/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" /> </p>
<p>As it is, <em>Wreckfest </em>is absolutely taking several good sized leaps compared to what the previous build could and does offer, but we couldn’t nail the suspension physics down just yet. We’re really close, oh so close, but… Well, not close enough. Simply put, the cars can’t handle jumps or bounces very well, and even the slightest bump can launch your car into the air just like from a catapult. It’s like… It’s like driving a car with superballs instead of tires! If we released this new build now, we’d be introducing all kinds of sweet and cool features to the game while taking a big step backwards when it comes to actually driving the cars.</p>
<p>We can’t have that.</p>
<p>So, we will not release the new build in time for the holidays. We are really sorry about this, but them’s the breaks. The new build will see the light of day early next year, and we promise you, it’ll be worth the wait.</p>
<p>Enjoy the holidays all y’all, and, as always, stay safe.</p>
<p style="text-align: center;"><img class="aligncenter size-full wp-image-7239" alt="xmas" src="http://nextcargame.com/wp-content/uploads/2014/12/xmas.jpg" width="1000" height="650" /></p>
 

SensenM4nn

Steam: animal_ger
Full time wrecker
Merry Christmas Team Bugbear =) you guys are awesome.

but.. where are the screenshots? =P
 

St. Jimmy

Finland
Full time wrecker
Merry Christmas guys and girls! The incoming new build sounds very sweet. Better tire and suspension physics and AI cars in MP are huge things that I realy can't wait!
 
Very interesting thanks for the post and enjoy the break. Those suspension physics sound like fun by the way - I wouldn't mind seeing 24 cars in an online race around Sandpit with those physics applied.
 
Nevermind for the update that coudn't reach in time, anyway, Merry Christmas BugBear !

But, where are the couple of Screenshots ?

Pleaaaaaaaaase ! :'(
 
M

Mopower

Guest
Quite unfortunate, but good to know. Thanks. and Merry Christmas
 

glodesh

New Member
Weeked Smasher
Where are the sceenshot?
Can you show us a kind of video preview of the actual build and show us how high the cars are jumping?
Is there any new car or new track or new skin in this build?
Kudos!!
And btw when do you plan to implement the sli and crossfire support?
 

Fisu

Member
Nice to here some updated info.

Any idea to change 2 or 3 path developing? UI changes tooks quite long to reach players. I think those multiplayer UI improvments has nothing to do with the tyre physics, but will give a BIG improvment for gameplay.

Merry Christmass! You really are in my heart since release of the Rally Trophy.
 

Janne Suur-Näkki

Administrator
Staff member
Having two or more development branches always makes it more tricky to maintain the assets and code, that's why we're trying to avoid taking that route. We were really happy about the progress we were making with the new tire physics and confident that we can get everything up to speed before the holidays, but it turned out that the last stretch was too much and we simply ran out of time. Evaluating what we had today we came to a conclusion that even with all the progress with the multiplayer component and otherwise it was simply not worth updating the game and shooting blanks with the main attraction of the game, the physics. The new good stuff is still there, but for the majority of the users the negative sides would have overshadowed all the progress we've made. Needless to say, when we get back in business in early January we're even more determined to sort out the remaining issues.

Thanks for your understanding and support, and everyone have wicked holidays. And remember, always drive safe!
 

nine_iron

Cambridge, UK
Fantastic news on those inclusions!

Keep up the fantastic work, we will keep on having fun with the great game we have now.

I really like your professional and honest approach! I work in quality and compliance in the IT industry so I know what I am talking about (honest!)
 
B

BrianUK

Guest
I'm not even disappointed. You guys have come a long way since I bought into the pre-alpha early this year

The damage modelling and the way the car bends and breaks has come a long way. I took a screenshot in January 2014 where the car looked like this after a few minutes in a derby:



Now we have cars that react and bend more realistically to crashes, and give a great amount of satisfaction when you get a big hit and watch cars and their parts fly, then revel in the resulting mess you leave them in when you drive off for your next victim.

Even small things like the race results screen have come a long way. Remember the forum time trials we did and we submitted results that looked like this?



Everything has come such a long way from how it was just a mere eleven months ago. In that time we've had huge updates to the UI, the handling, the AI, the damage, the tracks with additions to the cars which brought us from 2 to 5 and tracks which brought us from 3 to 9 without including the reverse and route variants coupled with them. Multiplayer was implemented and has been improved more than once, with more to come after the Christmas break.

Every time I read posts saying 'Where is the progress, this early access is a failure' I want to punch that person in the face, then present them with the amount of changes we have seen throughout the year. I'd rather a stable update that took 2 months than an unstable update, which broke things which worked, every 2 weeks.

Thanks for everything you have done this year, guys. You have given me in excess of 200 hours of fun in a game that has comparably little content simply because the basis for the game is so well done.

I look forward to an update in the new year, but for now have yourselves a fantastic Christmas, a drunken New Year, and we'll see you on the other side.
 

Needles Kane

Member
Weeked Smasher
I guess no screenshot for us? Mention for it is deleted. I'm very disapointed.

Anyway, merry Christmass.

Edit.
I took a screenshot in January 2014 where the car looked like this after a few minutes in a derby:
Most funniest thing was while front end was completely destroyed, damage indicator shows damage at rear.
 
Needles Kane said:
I guess no screenshot for us? Mention for it is deleted. I'm very disapointed.
I'm just guessing here, but I think Jori who wrote the original blog post forgot to add the images and since he's now also on holiday, Janne had no choice but to remove the mention, because only Jori has those screenshots. Sorry :(

EDIT: Clearly I was wrong, should've just kept my mouth shut :D Thanks Janne for providing the screenshots!
 

Needles Kane

Member
Weeked Smasher
Tero said:
I'm just guessing here, but I think Jori who wrote the original blog post forgot to add the images and since he's now also on holiday, Janne had no choice but to remove the mention, because only Jori has those screenshots. Sorry :(
Well, it is understandable. Thanks for the responce.
 

Janne Suur-Näkki

Administrator
Staff member
Fear not, here come the omitted screenshots:





Simply a few screens with us playing around with the foliage. Note that currently you need pretty hefty hardware to run the game with such a great amount of foliage -- pending optimization, of course ;-)

Thanks for your understanding and patience regarding the progress of our game. As has been stated before we're a pretty small team and we have had (and still do to some extent) pretty tall challenges simply because we do not want this game to end up being just another garden-variety racer. In that sense it's only natural that we've so far mostly focused on the driving and crashing physics because those are really the meat of our game, by which it will be measured and remembered when we're done. Yep, we're still not done with them at all, but in future you will see more progress in the other areas of the game as well when we can afford to divert our resources. For example, to tell you a little secret here and now, we have a proper PBR shader in the works...
 

ville672

Member
Janne Suur-Näkki said:
Fear not, here come the omitted screenshots:





Simply a few screens with us playing around with the foliage. Note that currently you need pretty hefty hardware to run the game with such a great amount of foliage -- pending optimization, of course ;-)

Thanks for your understanding and patience regarding the progress of our game. As has been stated before we're a pretty small team and we have had (and still do to some extent) pretty tall challenges simply because we do not want this game to end up being just another garden-variety racer. In that sense it's only natural that we've so far mostly focused on the driving and crashing physics because those are really the meat of our game, by which it will be measured and remembered when we're done. Yep, we're still not done with them at all, but in future you will see more progress in the other areas of the game as well when we can afford to divert our resources. For example, to tell you a little secret here and now, we have a proper PBR shader in the works...
Wow that looks very nice!! :eek:
 
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