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AK1504
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OFFLINE
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alter Hase
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RaceRoom Beta Tester
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community.bugbeargames.com/index.php/topic,7472.0.html
Hello again!
As the launch of our newest build draws nearer (but isn’t yet here, sorry to say), one thing that has been wished of us has been a recap of what all will be in the next iteration of Wreckfest. So, this week’s blog will be a very special Cheesy Clip Show episode, meaning we’ll showcase stuff we’ve talked about in our previous blogs and on both our own and Steam forums! \o/
First and foremost, the update will bring a mighty upgrade to physics modeling! What that means is that we’ll increase the resolution of how much depth our physics can handle. It is a bit like comparing a 32” FullHD picture TV, which is fine and dandy and quite sufficient to your everyday needs, to a brand new 56” widescreen with 4k support: you’re bound to notice differences here and there, but most of the magic lies in the level of detail your display can now support.
That’s the same way with our physics modeling. We’re increasing the number of different values by roughly 50% -- for example, suspension alone, meaning springs and sway bars and such, holds over sixty variables, and suspension is just a small part of the overall physics modeling of a single car! Tires, on the other hand, go as far as measuring surface rigidity, rubber mixture and shock absorbance in addition to friction and heating up.
You can read about changes in physics in this blog: nextcargame.com/weekly-report-8/
Second, the update will introduce two new game modes, Elimination and Team Race.
Elimination is a merciless mode where the last player is weeded out. When this happens depends on settings, so it can be after a full lap, or every 20-60 seconds. Regardless of such details, Elimination becomes not a race of who crosses the finishing line first, but who is the last one to burn? This means all you really need to worry about is that you aren’t the last driver when the axe swings, and to accomplish that, dirty tricks are par for course. Better them than you, right?
Team Race allows up to four teams to race for victory that doesn’t come from merely being fast, but also from being furious. Your team gets points from top positions and swiftest laps, but also from damaging and wrecking opponents. This means that even if you lose your chances of being in the first five to finish, you can still rack up points by clobbering your foes off the road! This mode supports tactics really well, since each player can play a different role in the mayhem.
Read more here: nextcargame.com/weekly-report-9/
We’re also introducing more robust methods of maintaining your server, like the ability to change cars, tracks, and car upgrades in the lobby. This means that the host won’t have to quit the whole race just to change to the next track. Class restrictions also make their debut, meaning you can limit what kind of powerhouses your server will allow, and resets can now be disabled altogether. Driving backwards is severely limited, too, so there’ll be less griefers to ruin your races. Oh, and AI cars can be added to the mix, meaning you can do a full 24-car race even if you’re just gaming with a few friends.
From player’s point of view, server filters that help you find just that specific type of game you want will make life easier.
You can read more here: nextcargame.com/week-48-report/
In addition to these, we’re working on a lot of good stuff, like new tracks, new cars, new menus, career progression and such, but since these will make appearance later on, and not necessarily in the next build, we won’t go into detail here. But, if you’d like to know more, do visit our blog and read about it all: nextcargame.com/blog/
As a final note, a completely new feature!
Confirmed just mere hours ago today (that is, April 10th), we have functional dedicated servers.
That’s right, folks! Dedicated servers will make their way to Wreckfest! We’ll make a bigger post of this next week when we have something to also show and not just tell, for at this point, our dedicated server support is at so early stages that we can’t grab a screenshot of it! Not even a command line on our internal use command console
But, next week, we’ll have something to show. Stay tuned.
That’s it for this week!
Stay safe all y’all.
-Team Bugbear
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