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Development Update June 2024




It's been a while since we shared some information on how things are.

We're a bit cautious about specifying features and details at this point. Mainly because we're still unsure of what is feasible within the time and budget, but it feels less daunting to share what we're working on right now and maybe some short-term goals we have. So here we go!


At this moment I (Diederik) am working on the art production with the focus on tracks for Burnin' Rubber 6, we want to have an X amount of free-roaming environments (like Burnin' Rubber 4), an X amount of custom tracks (like Burnin' Rubber 5) and an X amount of track editor tracks (like Burnin' Rubber 2, 3, 4, etc.).


We've already worked a lot on 'remastering' / 'remaking' some of the free-roaming environments (worlds) of Burnin' Rubber 4. Why not build brand-new environments from scratch? Because creating designs and ideas for these requires experienced artists, lots of time, and proper team effort. Since we’re pretty limited on that front, it made more sense to rework the existing designs. For starters at least. It would give us some sense of how much work it would all be. Which was... a lot. Obviously, our goal is to bring a couple of new free-roaming environments to Burnin' Rubber 6 too, and these are also already being worked on. No worries!


So for the custom tracks, same as for the free-roaming environments, it will be a mix of the old and the new. Don't get us wrong: we're not 'recycling' any assets here. Everything is built from scratch, but using some existing track designs from Burnin' Rubber 5. Still, when you look at what we have now, we sometimes get the idea: didn't it always look like this? Until you actually do old versus new comparisons.


So what about these other 'track editor' tracks then? Well, we heard that you like having lots of tracks, challenges, and game modes. We're never going to get away with just a limited set like we had in Burnin' Rubber 5. That is why, during the production of the free-roaming environments and the custom tracks, we're gathering and preparing assets to be used in our track editor. This will hopefully enable us to create more, much-needed content to keep everyone happy.


Warning: we're not going to milk this. So when we think that we have enough tracks for the number of cars, weapons, and rewards, we will call it quits.


I hope we can share some more screenshots and videos of what we have soon. Until then: thanks for your support and, PLAY NICE!


Cheers!


Team Xform.

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