Weekly Report #8

T

Team Bugbear

Guest
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
 

Frisker

Active Member
Weeked Smasher
You just got me hyped up even more... Now that I call ambition!

Thanks for the report!
 

Hep!

New Member
Weeked Smasher
I'm 100% with you, take the time you need to make the best race game ever seeen ;-)
 

C2S

Member
Each car in the game having unique characteristics sounds good, as long as this doesn't reduce our options in customizing the cars with purchasable parts and in-depth adjustments.
 

kennta340

Member
Full time wrecker
Thanks for the update, have you done some progress from week 6? Or is it still the same amount of bugs ? :)
 

mahead

New Member
I really like what I'm reading! Keep up the good work and take your time. Better do it right even if it takes longer, than release something half-baked.
 

Hone McBone

Member
Full time wrecker
This update sounds so good, especially in terms of getting controlled drifting down right. With this much work going into the suspension is the plan to be able to buy/tune individual suspension parts for each car?
 

conso1727

From Italy
Full time wrecker
It's hard to believe there is so much stuff going on under the hood. I wonder how many will notice.
 

chuckskyline

Member
Master Blaster
conso1727 said:
It's hard to believe there is so much stuff going on under the hood. I wonder how many will notice.
Well.. if it is advanced as they are saying it is.. i hope a lot people will notice the difference.. the ones who have gotten used the crap handling now, will have to un-learn what they have learned, to learn new handling..

If a lot of people don't notice the difference, or this update is kind of lackluster.. there is going to be a lot of backlash "thats it after 4-5months?"

So.. if it is short of earth shattering good or a 180 degree difference.. if it falls short of the expectations, and the anger that a lot of people have for this delay.. it may ruin this game for a lot of people and a lot of people will loose trust in BB.

At this point, it better be flawless and really good... even for me that has only put 2hrs into this game, I should notice the difference.. If I don't the delay is unwarrented, stupid, and lazy..

I won't be alone in that either..

The only thing we have to talk about is, how long the delay is taking, there are threads and threads, and threads and comments and comments of this.. that should tell you something..
 
M

Miau

Guest
uuuh without physics works nothing good! hope there are some good things like this flying gas bottle, 100 bottles of them, would DANCING WITH MYSELF to this, like in 10 years bevor or so, a chair falls physicly correctly to the ground :O holy shit how i should ever sit on them, he can only fall...
But! not exaggerate its just a game
although if I lose, I would like to physically corectly destroy my car with a sledgehammer

next build hope killing me ò.O


(Edit by Jori because cussing, you naughty, naughty boy)
 

LUNITIC_WILL

Member
Full time wrecker
chuckskyline said:
conso1727 said:
It's hard to believe there is so much stuff going on under the hood. I wonder how many will notice.
Well.. if it is advanced as they are saying it is.. i hope a lot people will notice the difference.. the ones who have gotten used the crap handling now, will have to un-learn what they have learned, to learn new handling..

If a lot of people don't notice the difference, or this update is kind of lackluster.. there is going to be a lot of backlash "thats it after 4-5months?"

So.. if it is short of earth shattering good or a 180 degree difference.. if it falls short of the expectations, and the anger that a lot of people have for this delay.. it may ruin this game for a lot of people and a lot of people will loose trust in BB.

At this point, it better be flawless and really good... even for me that has only put 2hrs into this game, I should notice the difference.. If I don't the delay is unwarrented, stupid, and lazy..

I won't be alone in that either..

The only thing we have to talk about is, how long the delay is taking, there are threads and threads, and threads and comments and comments of this.. that should tell you something..
people will notice that the handling is different. if they released last month it woulda been "my game is unplayable, my car keeps going into low earth orbit"
 

Conte Zero

Crash hard, then crash harder.
Full time wrecker
Yeah! By the way, how about the gas bottles from Sneak Peek and other cool props? We arent loosing them off the final release, are we?
I barely can imagine onr of those things, hit and then flying around the track like a madball, until it explodes among the racing cars!


Random death comes ripping.
 

Usmovers_02

Active Member
Full time wrecker
Glad to hear this :D I was definitely expecting a large improvement over what I think is currently very bad handling but definitely not this much detail! I also haven't put too much time into WF (28 hours) but expect I'll easily be able to tell the difference. My big issue since the first build has been uncontrollable slides and very sudden control loss. I expect with all these variables at play that'll be an issue of the past :D
 
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