NEXT CAR GAME tiene nombre oficial: WRECKFEST (Nueva actualización gorda del juego de paso)
#1
Cita
http://nextcargame.com/build-6-live-offi...ntroduced/

Cita:Finally.
Finally Build #6 is here, and itÔÇÖs a home run.
We are happy to present Build #6 of Next Car GÔÇö Wait, thatÔÇÖs not right, let me try again.
With a lot of help from our very active community, we finally found a name worthy of our newest baby.
The Game Formerly Known As Next Car Game has now been given its official title!



WRECKFEST



Wreck fest
noun

ÔÇ£Mostly common in racing series such as NASCAR and Formula 1 (aka F1). This happens on some tracks during races where the cars are close together and drivers misjudge how close the cars are. Thus, resulting in one big wreck after another.ÔÇØ -Urban Dictionary

As Wreckfest is all about the madness of colliding cars at breakneck speeds, a term describing the glory of tearing metal is nothing if not apt.
The name reveal is certainly not all, for Wreckfest has also evolved to include 18 player multiplayer! The players can now challenge their friends to share the most visceral demolition racing mayhem in existence! With four different game modes, Racing, Demolition Derby, and the new Deathmatch and Team Deathmatch, WreckfestÔÇÖs conjunction of purity of driving and the innate beauty of twisted metal creates massive amounts of emergent glee when punishing your friends and foes alike.
WeÔÇÖre pushing the limits to get the number of simultaneous players to 24, but optimizing the network code will take a bit longer. Because the code is not yet optimized, remember that the speed of your ISP has a tremendous impact on how the races will run. Check the Recommended Upstream figure when you host a game, and youÔÇÖll be fine.
If youÔÇÖre experiencing difficulties when joining or hosting a game, you may need to adjust your network port forwarding: 27015 UDP and TCP for Steam, and our game uses 33540 UDP. If problems persist, check our community forumÔÇÖs thread about the subject

Speaking of different play modes, Wreckfest has been content in letting players enjoy racing and demolition derby at their basic forms. We thought weÔÇÖd spice the regular derby up with Deathmatch and Team Deathmatch, in which youÔÇÖre not limited to a single car like in the classic Demolition Derby game mode. In short, if you get ganked, you can rejoin the fray with a brand new banger, and keep on truckinÔÇÖ! You may grin while you do so, it is entirely permitted.

As for racing goes, weÔÇÖre adding Speedway, a new oval track, to the mix, where you can showcase both your driving skills and your ability to dish out some severe punishment. Speedway is actually a twofer ÔÇô inside the oval ring is a figure 8 track! In short, youÔÇÖll be getting two tracks instead of one, and both are a delight to play.

WeÔÇÖre also adding a new car to the arsenal: a European coupe is making its first appearance in Build #6. A whopping amount of horsepower packed into a light frame, it might be challenging to handle, but those who master its raw power and surprising agility are always a force to be reckoned with.

While all of the aforementioned are noteworthy things on their own, our in-house engine ROMU supplies the physics and detailed damage modeling to ensure that the crashes both look and feel glorious. The improved suspension physics weÔÇÖve been working on for the past month give collisions that extra mile of oomph ÔÇô but weÔÇÖre not satisfied yet. This is a good beginning, but itÔÇÖs by no means all she wrote.

In addition to these four major features, weÔÇÖre introducing a lot of smaller items, like these:
- The Field of Vision can now be altered, letting you find the combination of visibility and sense of speed you enjoy the most. (Check this video to see how FoV affects your sense of surroundings and speed.)
- Reversing now turns the camera so you can see where youÔÇÖre backing to, which is especially useful in derby matches, where reversing into someone is an effective way to deal some damage without crippling your own car in the process.
- Car upgrades now work on online modes as well
- You can specifically search for servers where your Steam friends are playing

A full update list can be found on our forums, so if youÔÇÖre interested, please click here and keep reading.

As always, remember that Wreckfest is a work in progress. Although the prevalent bugs are a part of all Early Access games, rest assured that weÔÇÖre making it better, every day. Players can submit their ideas on our own community forums, and help us make Wreckfest, already an amazing demolition racing, be all it can be.

All right, thatÔÇÖs it for now. Enjoy the offerings, and have a blast!

Yours,

Jori Virtanen, game designer, Bugbear Entertainment

Lista de cambios de la nueva update

Cita:Physics:
Improved tire load calculation
Tire forces scaled by sprung/unsprung mass ratio to correct accelerations
Corrected assumed load when calculating tire stiffness values
New differential implementation (supports open, spool, LSD & viscous differentials)
Added spring rate, damper rate & maximum deflection for tire dynamics
Added toe in for steering settings
Implemented SAE 950311 relaxation for slip angle & ratio
Changed "magic" damping force to use ground contact normal
Fixed torque from tires to use correctly roll center, wheel center & attach points
Added suspension lateral attach point (affects YAW from longitudinal forces)
Implemented loose/solid surface modes
Improved body torques from wheel assembly when tire is in air.
Implemented torque feedback scaling
Fixed lateral position of suspension forces
Disabled optimal shift point usage from player when using automatic transmission
Changed steering limits during drifting (drift lock enables more anti-steering during drift)
Added digital steering delay and fixed digital/analog controller selection

Controls:
Added speed sensitivity slider to options - controls how much steering is limited in higher speeds to prevent spinning
Accelerator and brake sensitivity sliders: 0% = cubic, 50% = linear and 100% = cubic root response
Initial mouse steering implementation: bind mouse to left/right in the settings menu
Basic XInput gamepad rumble

Gameplay:
Two new derby game modes: Deathmatch and Team Deathmatch
Time difference to winner and best lap times displayed in race results
Last lap time display in HUD for a few seconds when starting a new lap
Best lap time displayed in HUD during races
Best lap times for tracks are saved and displayed in event selection
Score displayed in derby results
Car reset will attempt to place the car away from the busiest racing line
Improve AI's ability to recover when stuck
Fixed AI's ability to reset car when e.g. out of track
Fixed AI considering wrecks as potential derby targets
AI cars now only reset when not seen by the Player.
Players only drive the current lap to its end after the first car has crossed the finish line (like in real life races)

Cameras:
New cinematic track side camera
Automatic look back camera after a short while when reversing
Can be disabled and adjusted from settings
User configurable FOV offset
Hood/bumper look back cameras moved to the back of the car
Allow more zoom in photo mode / replay lens effects
General car camera tweaking

Cars:
New European car

Tracks:
New race track: Speedway
Route variants: Oval and Figure 8
Added track side cameras to all tracks
Increased impact speeds required to break objects, e.g. concrete barriers now require 100km/h (62mph) impact to get damaged
Decreased friction on concrete barriers to prevent them from sucking cars in
Improved start positions in Figure 8 track
Fixed holes in Derby Stadium
DetailMap texture for Sandpit1
Tarmac memory optimizations

User Interface:
Access main menu and options in respawn screen, lobby etc.
Really fixed car selector with large resolutions
Fixed car selector car class display
Show all cars' performance index in car selector and lobby
Display current results during race with TAB
Display Steam avatars in MP lobby
Several remap menu bug fixes
Scroll scrollbars and sliders with mouse wheel
Misc fixes and tweaks

Multiplayer:
Internet games through Steam (You need to forward some ports to be able to host if you sit behind a NAT router)
Upgrades work
Client side prediction to combat lag
Kicking
Searching for servers with Steam friends
Faster search
Configurable max player count 2-18
Configurable server update frequency
Password protected lobbies
Random starting positions
Games are also displayed in Steam's own server browser
LAN networking goes also through Steam if it's not in offline mode
Improved chat with line wrapping
Ability to join a lobby when the race is in progress
Allow all LAN IP ranges: 10.0.0.0/8, 172.16.0.0/12, 192.168.0.0/16
Bandwidth optimizations

Effects:
Reimplemented backfire and window smash effects
Particles toggle in launcher changed to particle quality slider
Updates to existing effects
Improved skid marks

Sounds:
More different engine sounds
Improved tire slip sounds
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#2
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El nombre que le han puesto em ha dejado así: roto2

¡¡Con lo que molaba Next Car Game!!
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#3
Cita
Este es de esos juegos que sí temo cómo funcionarán en mi PC. La física de los impactos y deformaciones tiene que chupar lo suyo, pero es un avance que llama la atención. Ya ha llovida la tira desde los Destruction Derby y está bien que a alguien le dé por repescar el concepto con una puesta al día.

Y yo el cambio de nombre lo veo bien, que esto de Next Car Game es como lo de la "next gen", que una vez sale a la venta ya pierde fuelle. Big Grin


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