
Happy New Year!
We're kicking off with some sad and bad news:
As of this month, Pieter had to step down from his activities due to health reasons.
This could very well last for the coming half year at least, maybe even indefinitely.
We hope he will make a recovery at some point, and we have not seen the last of him.
This means Rik and myself have taken over his work.
He has already been a great addition to our team over the last couple of years.
So we expect greatness.
Where do we stand?
Development is still going and we will not stop.
But of course, we're still looking for more help on the project.
Don't forget to send your positive vibes this way, we can really use it!
So, here is what we're working on!
UI
We've been working on small UI features and tweaks. Pickup animation, lap notifications, that sort of stuff.
There's also some work to be done in race results.
AUDIO
More ambient audio during tracks, more bumps and clunks while crashing into stuff. We still need to implement lots of destruction sounds too.
TRACKS
There's still more track work to be done. We want the 4 demo tracks to look as nice as they can.
BUMPING AND DAMAGE
Most important feature that is being worked on, is improving on the cars bumping into each other and the damage (also visually) that is being done.
There are some pretty tough technical issues to solve.
FAQ UPDATE
1) How many people are on the team right now?
''Four (4). Diederik, Rik, Marls and a programming intern. As of next week Marls will not be able to keep helping us due to lack of money. The programming intern is also leaving, but we'll have a new art intern coming to help. So three (3) then. Luckily, we have some old people chipping in with stuff here and there too :).''
2) Will there be vertical auto aim?
''Not if we can help it. We want to keep it straight and simple. This might mean that using some particular car, you might be hard to hit with a particular weapon. It's not something we WANT, but have to acknowledge as a fact of life because some of these sports cars are just insanely low and a monster truck is... well not. If done right, there should be a downside to a car too, or a weapon to which it is particularly vulnerable. Technically, it's way more complicated than you'd want too. And visually, it would just look a bit weird, especially on cinematics and captures.''
3) Why were the old games so easy?
''These games were made for a young webgame audience. On web portals, people don't expect to play long rounds with high chance of failure. And we did have to cater to expectation. But more importantly, an audience that needed some sense of achievement and reward every time they played (*waited through all the advertisements and loading). Therefore, the amount of challenges and unlockables were made more important, and difficulty increase and balancing were made less important. We are making an effort to balance stuff better for BR6.''
4) Are you working on a sequel or update to <game x>?
''No. We're working on BR6!''
Cheers,
Diederik
Comments