Whiplash wrote:Seems they heard you.
I hope so. BTW if yes, then not only me, all of us.
Keep up good work, guys!
Whiplash wrote:Seems they heard you.
Closed alpha testing will begin in January, with a few testers we've already selected (but not yet notified ) - it'll basically be ensuring that there are no obviously huge flaws, and allowing us to get feedback on some of the design choices (both in terms of visuals, and gameplay). Kickstarter will be the first opportunity for everyone else to get their hands on the sequel, as it'll be a perk of most of the funding tiers. After that... we haven't really made any decisionsRacerBG wrote:but when we will have open alpha or beta? Early testing from everyone will be good in terms of personal feedback about the game.
Originally wanted to have the teaser start from a top-down view, but we had a last minute issue with a couple of art assets, so had to just go for a 'ground level' shot this time around! Rest assured, lots of top-down action coming your way on the lead up to Kickstarter!puttz wrote:It would be nice to be able to see how the game looks from the way it will be played (top down), but perhaps development hasn't progressed that far just yet.
This is an area we really want to be careful with - so we'll be gathering some feedback in the alpha testing as to how far we can increase it, whilst still retaining the core GeneRally "feel" (it's important we don't just spin off and create an entirely different game altogether, but keep it as a true successor).Rendy wrote:and with 10 cars as full grid, but I don't know if this is still temporary or it'll be 10 all the way...
As mentioned in yesterday's post, we'll have an upcoming blog about this and about the other avenues and poly-counts we've explored since that infamous first car render We took a good hard look at the options, and believe we've come up with a reasonable reduction that should keep car-makers happy, whilst not making the cars look out-of-place or "inferior" to the other visuals. Should be an interesting blog, Kimmo's been hard at work coming up with a boatload of different options It's interesting to see the reaction to the video on this topic, actually, as the cars model shown there isn't the same one as in the initial render, but is actually quite a sizeable reduction in polies.Several People wrote:"the cars"
Yeah, the more explicit and detailed the object are, the less compatible with each other and with other types of objects and the faster the trackmaking for the game will become boring. Trackmaking in GR remained fun for all the 10 years mainly for the reason, how concrete walls, posts, office blocks, booths, lights, gates or sunk tyres were so nicely complementary to each other in colours, shapes etc. (regardless if it was or wasn't originally an intention of R. bros).Spacethingy wrote: My only slight concern is the (nice-looking, I should say!) little details like the A/C system on the towers - are there going to be simple block objects like those used now to put together big complex objects?
I'm the one who thinks the opposite. I see nothing specially creative about putting a white blocks to pretend it's a building. More unique and varied objects = better. So, Kimmo, do your job son.Trigger Happy wrote:...with too many objects the tracks may end like a mess easily - I think already now we are in GR1 very near to the border of amount of object types, when I consider that the area for use remains same (screen where whole track is visible at once).
I guess Kimmo would like to do opposite - to use his all skill, creativity and opportunities given by engine to make many as beautiful detailed objects, but I hope you, James, will be really careful and manage to keep it in some reasonable borders, I'd agree with Spacethingy, the A/C system seems to be already quite over the top.
What TH means is that complicated objects may make it difficult for track makers to experiment with objects and get their desired result. For example, round buildings are in quite a few tracks at the moment, which are done by simply placing a lot of buildings in the same spot, each just rotated slightly differently. Part of the reason objects work well in GR at the moment is the lack of details in the current objects. Buildings are just white/blue blocks with no other details. If you start adding things in like AC vents, window frames, you'll find that it may not work as well and you'll have to stick with the object by itself rather than make something of it.Whiplash wrote:I'm the one who thinks the opposite. I see nothing specially creative about putting a white blocks to pretend it's a building. More unique and varied objects = better. So, Kimmo, do your job son.
Going from my knowledge of programming (limited at best) and what I've seen, if for example, that circuit in Unity is read from a file, there will be a way to edit it. It doesn't necessarily have to be a 3D editor or edited in Unity, it'll probably be very similar to the current format meaning that even if there aren't the tools, someone will be able to come up with something.1nsane wrote:Good stuff in that blog. It was a wise decision to switch to Unity, as it is pretty much the best 3D engine for small teams currently. Is the importing of tracks and cars as simple as it is now, though? I can't remember any Unity based game of the top of my head that allowed simple and easy user modification.
Yup, perfectly straightforward - the terrain is generated from our own track format which contains the heightmap, landmap, etc. At the end of the day, Unity is just an engine, what we do with it is entirely up to us (by-and-large)1nsane wrote:Good stuff in that blog. It was a wise decision to switch to Unity, as it is pretty much the best 3D engine for small teams currently. Is the importing of tracks and cars as simple as it is now, though? I can't remember any Unity based game of the top of my head that allowed simple and easy user modification.
The goal is going to be reasonable, to take into account taxation, Kickstarter fees, reward fulfilment, etc. - so we'll be sure to cover the actual costs, not just the perceived ones If we don't meet KS, we'll have to look into other avenues to go down - but we're hoping we don't have to think about that too muchAlso, I hope you'll put a realistic goal for the Kickstarter, as we've seen multiple KS projects which have put a way too low goal and then have failed to finish the project with just that funding. Also, what will happen if the goal is not met? Will you try it again in something like Indiegogo, so at least some of the money get through? (Ok this is propably more relevant after we've seen the KS results. )
Due to me not being abundantly happy with the "mid-day" lighting yet, most of these recent shots are taken at sunrise/sunset, so it won't be an issue going forward Also, sunset/sunrise is the perfect time to show off shadowing and lighting!And a minor nitpick, which I'm sure will be fixed anyway, is that the game/renders are too dark and would require some higher gamma settings.
Certain objects will be subject to some nice physics... you'll be wanting to place a lot of cones and hay bales in the TE, I feelAlso, now that you have the built-in physics engine from Unity, will you be using that for your benefit in, eg. some movable objects, or will everything be solid?
We're being very, very careful in the detail levels, and the numbers of objects we're providing. The limited object selection, and simple 'style' are defining factors of GR, and ones we're not going to lose. Obviously, there will be small improvements (like the AC units), but only ones that we feel don't take away from that fundamentally simple design approach. From our perspective, little additions like the AC units are ways to improve the visual fidelity, without changing the fundamental style (having a couple of extra small features atop the building is far preferable to modelling and texturing extensive building detail). On the other hand, leaving just a striped cube in the Sequel would look incredibly out of place. It's a tough balance to strike, but we're confident we'll be able to achieve itTrigger Happy wrote:Yeah, the more explicit and detailed the object are, the less compatible with each other and with other types of objects and the faster the trackmaking for the game will become boring. [...] Making more types of objects is not IMHO an option really solving it, because it's not stimulating creativity in object use as well as GR1 does [...]
Far from it, but I guess he's more qualified to talk about that Kimmo has been superb in his approach to creating new assets for the Sequel - constantly refining ideas, constantly trying new things... some of the objects have been redone many, many times to reach their current iterations. There'll be some insight into this with the next blog post about the carsI guess Kimmo would like to do opposite [...]
As before, tracks will be a single file, as will cars - drop 'em in the folder and goputtz wrote:I, as 1sane said, hope that adding custom stuff will be just as easy in GR2 as it was in GR 1. Just simply drop the files into the folder, no funky utilities or anything required.
If you look back through GR history, many of the early tracks didn't use objects in this manner at all - simply because no-one had come up with the idea, and no-one had experimented. I think it will be the same with the Sequel: the great folks of this community will work out how to make awesome things with the new objectsCrowella wrote: Part of the reason objects work well in GR at the moment is the lack of details in the current objects. Buildings are just white/blue blocks with no other details. If you start adding things in like AC vents, window frames, you'll find that it may not work as well and you'll have to stick with the object by itself rather than make something of it.
I think we can definitely consider providing some options to preserve existing tracks more faithfully. I'll have a chat with Kimmo and Markku, to see if they think it would be viable to do that, and if we can come up with some ideas for it. There's one approach tentatively on our 'hmm, would this work?'-list, that might require a bit more investigation Rest assured, this is something that's really important to us.[...] part of what makes GR special is those little tricks that make the current tracks what they are, may not translate well into the future game meaning that there could be a lot of work ahead for track makers [...]