The collision improvements over RoR are absolutely brilliant, and the slow motions looked spectacular. On the vehicles themselves, they behave as if they're solid and designed to stay in one piece, and the way they drive and appear to respond to everything is fantastic. The crashes are so realistic its uncanny, there's genuine fucking violence to them. Seeing some of the head on collisions rather satisfyingly brought on some of the feelings you get when you see those russian crash videos where there's that one extremely shocking crash in there. You get the sense that there's some serious force involved. The 'tin foil' 'feel' RoR sometimes had looks like its been eliminated, as does the numb driving. I don't know if its more of a testament to Gabester's improvements over the years or the improvement of the game engine. both have really come in leaps and bounds in comparison to what I suspect I'll be uninstalling fairly soon. What came through the game play footage demonstrates what your videos on YouTube couldn't. your progress is immense, the level design is beautiful. If your first release is a sandbox that works just like the alpha there with that AI package I'd be playing it for months straight. Yes I can kinda see what you might be working on still. I don't mind waiting for you to iron out a few things, and I suspect a lot more things we didn't see. Seeing all of this... I'm so buying it the very nanosecond its released. On a side note; The Bruckell Moonhawk on the bouncy suspension with the wheel trim flying off brought back so many vibes of the original Driver game.
The only thing I can think of, besides this amazing game/simulation. Are the collision sounds. I heard a few in the 2nd stream, but it sounded not too 'implemented'. I know all sounds are currently placeholders. Otherwise, a great showcase! Oh, and one minor detail, the traction towards the concrete and dirt could be tweaked a smidgen. I know it is 'Alpha'. And I will be 'Tuning In' every day for a while now. Thank you developers!
multiply that by 2 - - - Updated - - - I like how we got to see the nodes of the grand marshal and some of the scenery at 9:48 on the 2nd streaming session.
The debris particles are just amazing. I will look forward for the alpha What kind of friction does the submeshes have? In RoR they are ice.
For the next stream I'd like to see more vehicles being simulated at the same time, just to see what that the streamer's computer can handle. Some more skeleton views of the vehicles would be appreciated. Also a warning a day or so before the stream would be nice.
I hope you answer this questions: 1.)Is gabster driving? 2.)When is the next stream? 3.)Are there any other AI types like fleeing? 4.)Will you show some customazation in next stream?
And add the original number to that. Only thing I noticed was still some very small collision issues (out of the whole stream, I only saw it twice, once when the Marshall's front left wheel went thru the front left panel & ... I don't remember the other time ) Another small thing is, the rollovers sometimes look unrealistic. Sometimes they roll a bit too much, or sometimes the vehicle bounces out of queue. Other than that, how can you expect us to criticize on a near perfect product? ('near' because of the sounds that will be upgraded & tweaked).
AHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!!!!!!!!!!!!!!! TOO EPIC FOR ME TO WATCH. If you really want feedback, everything except the debris/particles is AMAZING, and I'm not even over-exaggerating. Oh, mirrors
They already did. Check the 2nd (or was it 3rd??) archived video, there is a pause somewhere in the middle & then the Gavril D15 (pickup) is turned into a offroad version. There is (I'm guessing) no 'customization menu' as of right now & the player just used individual commands to change/add the individual parts.
Wow. I'm extremely impressed. The only issues I saw were "clipping" issues during high speed. One was during the second stream when the bolide ramped into a rack thingy and it looked like it got lodged inside the other time was when the van git its wheel lodged up in the side panels. But other than that, this was amazing. Can't wait to see more!
As of now, it looks like they are using the Torque3D editor thingy-ma-bobber, but I'm assuming they will use a separate launcher/application to run the game (application might have been a terrible word choice, but I can't really think of the word I was looking for)
I absolutely loved it. I feel the bridge between the team and the community was strengthened by being able to talk in real time, and it was also really neat being able to request things to see and just play about with you guys by daring you to do things and suchlike. Can't wait for future streams, lot of fun and it's great to be able to talk directly to you lot
2nd link in OP. I noticed it looked like some panels were "cracking", the first time on the rear bumper of the Bolide, 2nd time on the Pigeon crash clips. Also, what input device was used for the stream? (controller, keyboard, wheel...)
The damage was reallllllllllllly nice The only thing that caught my eye was the crash debris because it looked more like dirt and a little too much smoke flying rather than metal/glass/plastic flying I could be totally wrong but I just felt like there was too much smoke even when you guys were doing burnouts Other than that I'm still looking for dem breakable meshes It was also awesome when you hit the van when it was laying on its side
Overall, I think it looks very very good. Excellent work. My small points of, not so much criticism, but more just a general point... is the jittery/jelly nature of vehicle body work. Some of the smaller pieces of crumpled metal in particular seem to vibrate and jitter around perhaps more than what would be realistic in my eyes. But that is pretty much the only fairly obvious "issue" crash physics wise, which is really quite remarkable. I am sure it is more an engine limitation more than anything else. So it is a moot point, and very insignificant on the grand scheme of things. Amazing work!