GeneRally 2 feature request list
Posted: Tue Jul 10, 2012 11:29 am
This topic contains a list of requests, related to GR2, posted in and separated from GR requests since announcement of GR2 (compiled by Trigger Happy). Old request haven't been ignored, they are still considered and are helpful to us - but we wanted to try and keep the intent of the requests separate - and offer a shorter and more concise way for the list to be updated. If you have interest in updating this list for GR2, in much the same way as egamad updated the list for GR1, please send a message to Trigger Happy
Please would all users check the current list before posting their ideas.
v1.0 with requests until 9th June 2014
Please would all users check the current list before posting their ideas.
v1.0 with requests until 9th June 2014
- 1.0 GR Heritage
- GeneRally 1 tracks to be easily converted and used
- possibility to switch between a classic mode and an updated mode objects visually
- An ingame filter/mode of sort which would change the look/feel of the game from "new GR" to the "old GR".
2.0 Game features
- full events including practice and qualifying
- weight handicaps according positions in previous races
- night races
- weather effects to be implemented (hot/cool track, rain, etc.)
- dynamic water
- time standings (when points standings aren't enough)
2.1 Game modes
- destruction derby mode
- a "survival" mode of increasingly hard 1v1 races against AI opponents
- pair/team racing (by combined time, or with 1 car determining the win/others trying to take him out or by sum of points)
- a "free driving" mode
- demolition derby mode
- rally mode (tracks in row as stages, players and AIs racing by one, sum. time etc)
- multi-class racing
- scripting your own race modes and championships
2.2 Multiplayer
- online multiplayer
- asynchronous multiplayer
- races with "collision mode off"
2.3 Camera
- zoom in and out for camera
- chasing camera and split-screen (to go along with other camera views)
- different cameras in replays
3.0 Race features
- more cars on track
- outline indicating your car When your car is obstructed by objects
- random time to green on start
- race flags/lights
- adjustable fuel-refill- and tire-change-speed
- have cars eliminated if they reach max. damage
- sectors as in F1 sectors 1, 2 and 3 and it the end of the session stats with marked with the best partial what would be an "ideal lap"
- When you miss checkpoints, instead of what it does now, when you hit the next checkpoint your speed gets limited for a certain amount of time
3.1 HUD
- more accurate laptimes
- a "ticker" with all the racers and time differences, etc. (like on TV)
- small speedometer
4.0 Menu interface and features
- performance graphs for cars
- in-game car setup
- a car search that allows you to find cars that have similar characteristics
- tracks that have categories built into the track and filtering options when selecting tracks
- AI values of the AI next to their names
5.0 AIs
- advanced AI racers' driving traits
- AIs with a range instead of 1 single value
6.0 Cars
- base cars that would replicate real-life series
- six wheels cars
6.1 Look
- .png stickers on your car in the CE
- real reflective car surfaces
- cars which can become dirty
- working head- and tail-lights
- polygons visible from both sides
6.2 Physic
- roll-overs
- fuel consumption is calculation linked to the throttle
- independent tire wear and damage caused by big jumps, etc.
- Brakes strength as a parameter of car
- FWD/RWD/AWD as a switch in car file
- Better physics. Now the car feels a bit like a point of mass with four "motors" when dealing with just driving, not collisions. The way it carries momentum, and as it turns by just pivoting around (0,0) point
7.0 Tracks
- bigger lmap than 512x512
- track "box" wider
- layered surfaces (tarmac below dirt, for example)
- tracks that have categories built into the track (for filtering options when selecting tracks)
- allow palettes to be defined in the track
- a way to build tunnels via the hmap
7.1 AI lines
- AI lines based on player's replay
- alternative AI lines (e.g. RAX joker lap)
- different AI lines that would allow overtaking
- an Ai line from point A to B and not only a loop
7.2 Objects
- people moveable, or even with walking paths
- leaves on trees movable
- shelter for the stands with lights
- parked cars
- tyre bridge
- color/custom wall
- walls would be to make them stretchable/bending one stretchable longer wall by bezier curves
- wooden fence with vertical planks too
- MARSHALL TENTS/LIGHTS
8.0 Sounds
- gearshifts as a audio effect
- crowd cheering/booing
- multiple hit sounds depending on strength
9.0 Other
- in-game support for competitions
- built-in functionality for merging replays
- a car editor that comes with the game