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Discussion in 'Microblogs' started by tdev, May 27, 2022.
BeamNG merch leaked
Getting back on topic, outside (or perhaps as part of) of the aforementioned On The Horizon II blogpost, I'd like some insight into upcoming vehicles.
I think the community has felt a little in the dark about upcoming vehicles ever since the Wendover's release, with all the cars going forward being 'surprise' vehicles. While that's fun, and does give us a rough idea of what's coming in the next two or three updates, we don't know a whole lot about what's coming further on down the road. I think that might be a contributing factor in why it seems speculation has gotten a bit more wild and obsessive. It does raise a few questions about just how many more vehicles / vehicle archetypes will be added to the game before its final release, especially with the recent mention that an early version of career mode is in the works.
It might possibly be beneficial to showcase some concept art or early 3D models for two or three planned vehicles (assuming that's not too big a proportion of the remaining vehicles in development), and maybe even run a miniature second round of the vehicle poll (smaller this time around so that we end up with a small number of projects for the next 1-3 years instead of a list of twelve vehicles that ended up taking 7 years to complete).
Alternately, it might be useful to make mention of a few of the vehicle archetypes that the team is looking to add in the near-future. It might look something like: Hey, we're thinking the game needs a (limo / cabover van / compact pickup / vintage car / Aussie ute / fill-in-the-blank-space), so we'd like the community to speculate on what that might look like and help us narrow down things like model year, features, etc.
Actually, now that I think of it, I'm not sure if we've ever gotten a full understanding of what the development team considers a 'vehicle archetype'. That might be useful information to know.
I agree, they used to post a bunch of WIP concept shells early on to give us an idea about that used to be in the works, and allow for a good amount of community input on what the vehicle could have parts-wise, like open sourcing ideas for the vehicles while it was in development
Nice idea but Tamiya is too far away from Bremen!
I ment something similar, it's not HAVE to be tamiya
I absolutely loved the blog post we got for the Vivace when it was announced, detailing the design process of the little french hatch, and the code work that went into its driving dynamics. I'm an aspiring car designer myself, so I really enjoyed getting to peek behind the curtain and see how the design changed and evolved as it matured, and the workflow that was used to get there! I'd be delighted to see another one, especially for a car like the upcoming one, since supercar/hypercar/sports car design language, especially modern, Is really out there and creative.
I'm sure more tech savvy people would love to get a glimpse of the development behind the new code that supports it, as well!
1-i'd like to know when is garage mod coming back, i never got to see it as i started playing on 2021 and i think it's the most dinamic and immersive way to select and tune cars and save them.
2-Can we get the option to select some settings before the map is rendered, like traffic spawn? i always hate to have to spawn traffic after i load any map any time, i also forget about it and end up bored very quickly.
3-Can we have a UI App that allows us to spawn up to 10 preselected cars chosen by us with buttons so we can spawn them ingame quickly? only one favourite car is a bit boring everytime and having to go to the menu takes time (i whould have the new civetta and the MR Turbo for example )
Not sure if it counts as a devblog but more part creation timelapses like the wheel one would be awesome. Maybe a timelapse of 2D art too like the posters or concept art like the JRI teaser stuff
Perhaps also an insight into how the larger maps are made. No spoilers as to what the next large one will be, but something that could help new or inexperienced modders the same way as a vehicle devblog would.
More Developer workflow videos, and that sorta thing. It’s unbelievably useful for us modders to know in depth how things are made, so we can strive for “dev quality” work.
I hope I haven’t accidentally missed a post similar to this, sorry if it has already been mentioned.
An way of how BeamNG makes maps, and guides on how to use stuff like the sound editor for vehicles in the world editor and what it's parameters are
tbh, I would be down for a (fairly chill) video blog of some of the devs playing the game and talking about what work they did for this update that they are proud of, and talking about some of the challenges they faced. In a fairly casual setting. Although I fully appreciate not everyone likes having a camera/mic on them (or may be a good representative in that situation). But if there is any staff who want to do something like that, I would be down to watch it.
A dive into cut/prototype content would be interesting.
It would be great to have a quick batch of developer responses to the most common suggestions / feature requests, such as airbags, pedestrians, fuel doors etc, since they pop up pretty regularly. Could be anything from "Not planned / In the works", to more in depth discussion about the importance of the feature and why it may or may not be possible to impliment, so these constant suggestions don't keep cropping up
Personally i am interested in some blogpost about the switch from DX11 to Vulkan, performance measures or problems like right now with AMD Hardware.
is there any news about tire mechanics? I remember that blogpost a while back about it when it was revamped but there was never a part 2 :c
I'd like to see more in-depth vehicle/brand lore
are there any other vehicles coming this update other than the new civetta and covet refresh?
I'd like to add to this idea that I was always curious how do you approach the goal of making a map "fun and interesting to drive on"? Particularly, how do you design a fictional racetrack such as Hirochi or WCUSA? Is there some theory, design aspects or in-depth research here, or is it more "here's some idea, let's make it into a map"?