Not sure how else to phrase it. I just played the port escape scenario and the going to checkpoints around a port had me vaguely reminded of stuntman. These physics would make for a fantastic game in the spirit of stuntman. but it would also be a good first use for the physics engine while computer hardware can't handle more than a few cars at one time. As soon as we see physics sleep implemented you could have rather tightly choreographed checkpoint races requiring extremely death defying stunts like in Stuntman. Good fit, or not?
The scenarios in BeamNG kind of remind me a lot of Stuntman, if we had a replay function then it's 100% possible to recreate those scenes. I was working as an outsource 3D Artist back then for THQ, did some of the 3D models for Stuntman: Ignition
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xD Omg, I actually thought of this game as I was drifting the Grand Marshal on Port map, it kinda feels like the port map in Stuntman. Fuck, I liked the shit out of that game! The music is spot on, the gameplay is brilliant! I actually wouldn't mind if they did something like this, in the authentic way done in Stuntman. E.g. like side-missions.
I'm not normally one to hype things up, and prefer to release content with little to no warning. But I felt that I should mention that this thread has inspired me to dust off an old project concept of mine... OT: I do like the idea of a stunt-oriented career adjacent to the standard one. In a previous thread, I suggested creating a category entirely for stunt challenges. As it stands, we already have something like that in the form of the many jump and hard parking scenarios as well as the port escape scenario. I'm personally hoping for a skiing one in the near future, too.