What do we want? What can be made possible? What will be added? Last edit: 26.11.2013 These 3 questions are what i think about and looking for while searching the forum. So my Idea now is to manage 3 lists giving answers to those questions for everyone ,what we all suggested to our BeamNG creators. Things that make a better game. Please help me by making this Topic as useful as possible. If you see something missing, suggest it by writing PM to me. If i made a mistake, for example: twice in 1 list typo's ... Send your PM to me. Please be sympathetic for me to not having english as main language. I have a full time Job so i try to manage this as soon as i get home or have the time for. I'll give my best and will edit it frequently. List: 100% done --------------------------------------------------------------------------------- Proven Suggestions to come: Car behavior: - AWD transfer case - Better tire behavior + Tire wear,tair - Torque twist - Engine Starting/Stopping - Better full speed control - Tear able parts - Deform-able rims - Different skid marks - Lockable Front/Rear/Center Differentials - Towing/carrying loads - Physical/realistic emerging sounds Improvements: Options: - Controller dead zone settings - Simple GUI for speed/RPM/gear - More supported languages Game additions: - Stunt challenges - Different car classes - Different game modes - Vehicle colors --------------------------------------------------------------------------------- Possible Suggestions?!: Car behavior: - More realistic gear transition - Tire wearing - Cruise setting - CVT - Air suspension - slidenodes Options: - BeamNG Benchmark --------------------------------------------------------------------------------- All Suggestions: Car behavior: - AWD transfer case - Better tire behavior - ABS - More realistic gear transition - More particle effects/dynamic smokes (glass breaking,metal shards...) - Custom car additions (chain at the mirror,bottles in the back) - Jake break - Customizable gauges -Physical emerging sounds - More realistic car sounds (differences between diesel,gasoline...) - 2 speed axles - Deformable rims - Towing/carrying loads - Dirt on car - Car wash ( if suggestions dirt on car becomes true) - Custom license plate - Fading of cars finish/paint on damage, scratches - Airbags - Intern vehicle damage (damaged gears,engine,brakes...) - Wind behavior - Working dashboard - Windshield wipers - Navigator - Fuel - Fire,cars catch on fire,explosives - Torque twist - Glowing brakes - Flat tires/ Tire wearing - Fast car switching(while driving load a new car and watch your old car crash) - Mud/dirt/clean washed tires - Trailers - Car stats (transmission,hp...) - Different skid marks - Select able stiffness - In action slow motion (automatic slow-mo in crashes) - Move able doors - Camera changing / different seat places - Use of Spare tires - Towing Winch - Engine Starting/Stopping - Leaking Fluids - Windshield as separate part to fall out - NOS/thruster - weak parking breaks,low torque engine - Lockable Front/Rear/Center Differentials - Real mirrors - Air suspension - CVT Improvements: - Easier truck file formats - Editor beginner tutorial at start - Ocolus Rift and similar support - User made mod/car protections - Better full speed control - Horn/Honk/Siren - Engine overheat Options/Settings: - "Accurateness physic settings" to be able to use much more cars for crashes - Settings for driving sensibility - More supported languages - Vehicle Control using Pc mouse - Gravity settings - Option for sprites/smokes on off - Leap Motion Controller - Cruise setting - Auto camera settings on/off - Mouse sensitivity settings - Own keyboard/button assignment - Option for car replacing without repairing - Option for every physical behavior - Low Poly version of cars for settings - Pictures for Vehicle selecting window - Vehicle selecting window sorted by vehicle types - Controller dead zone settings - FOV settings Game additions: - Vehicle tracks (tanks) - Crash test dummy - Overview for damage of parts - Cryengine like, scripting engine (for missions or paths...) - Interactive environment (trains,moving cranes,falling rocks...) - Stunt challenges - More vehicle types (bikes, trucks...) - Weather - Trail terrain deformation (mud,dirt) - Different game modes - Different Vehicle types - Plane,Amphibious... - Ingame map changing - Multiplayer + splitscreen - Ingame tuning and painting - Interactive destruction tools (Hammer,Chainsaw,throwing rocks,glue...) - Unlockable specials / Achievements - Different car classes - Owned, tuned cars garage - Spawn Menu - Time of day changing option - In game video recorder - Replay Mode/Ghost Mode/Rewind ( to watch recorded playbacks or play again) - Cinematic mode and editable videos for in game records - Spike strips - Pedestrians/crashtest dummys - Animals - Steam release - Saving positions in maps for easy reset to a place you like to crash - Hardly editable AI - Minimap - Updater changelog after updates - Simple GUI for speed/RPM/gear - Map checkpoints - Rigid body Physics for some thigs - Ropes/Chains - In game vehicle/map downloader
What's wrong with jbeam? It's not hard if you know what you are doing, and you don't want people who have no idea what they're doing making cars, a la RoR.
He didn't mention anything about JBeams? Or slidenodes actually, how can slidenodes be forgotten????? OP: The game is multicore already, might want to take that off list
All suggestions - Improvements - First one Slidenodes, yes! As for the editor tutorials, might be worth looking at Torque3D since the editor is straight from there. http://docs.garagegames.com/torque-...cumentation/World Editor/Basics/Overview.html
thx. next time please just send PM. So we don't spam here so much. i added slidenodes , although they were not in any suggestion forum.