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Reiza raccoglie fondi per nuovo progetto


VELOCIPEDE

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link https://www.indiegogo.com/projects/reiza-simracing-bonanza#/story

 

We recently have finalized a deal with ISI for licensing the ISIMotor source code - the game engine our games are built on. This move substantially increases our development scope. Up until now, we had only been able to add new functionalities to the game with plugins & code injection - a time consuming & often troublesome way of doing things. 

While this deal is intended specifically for the development of our next project, it also presents us with tempting possibilities for our current titles - an opportunity too good to pass, after years limited by a hardcoded platform. 

The main goal of this campaign is to boost the development budget for the existing games in order to develop them further: adding new features, producing even more cars & tracks, and stablish an structure for online racing for these titles. 

 
A new sim! Can you tell us all about it?

Unfortunately not yet - in fact development & raising funds for the new game is not supposed to be the focus of this campaign. 

 

We are however opting to present some preliminary information here (as well as offering the chance for people to get onboard) for 3 main reasons: 

 

  1. Our cumulative development approach means there is substantial overlap in the development of the current titles moving on to the next; 
  2. We want to give our long time supporters who already own one or both current games a valuable incentive for their eventual contribution;
  3. We believe increasing access & interaction with the community at this stage will have a positive effect in our decisions for the next project.

 

To ensure this is not a complete leap in the dark, below are some of the main  points  already stablished for our next project:

  • PC Racing Simulator on Steam, to be developed, expanded & supported for years after initial release;
  • Integrates all our licenses & assets (present & future) into the same platform with free core updates  + paid DLC packages;
  • Release price estimated at US$ 39,99 (base package, not including DLCs); 
  • Initial release planned for Q4 2016;
  • Includes majority of the content base in current sims + expands substantially on official licensed content & international tracks;
  • DX12 graphics engine;
  • Extensive audio & physics developments;
  • Dynamic weather & track conditions.

 

Please understand however that at this time we do not plan to provide further in-depth details about this next project, nor make any precise estimation as to when more info will be available. If you do decide to invest on perks that include a copy for our next game, we urge you to do so only if you feel confortable giving us that vote of confidence. 


 

 

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This campaign intends to raise a complementary budget for continuing developing GSCE & FTruck further, allowing us to best exploit the resources we now have for a substantial short-term evolution.
 
While there are limits as to what can be done on the short term, we believe our current sims still provide an extremely realistic & satisfactory driving experience and a great platform for both online & offline racing. Our objective is to strentghen this platform for our users to enjoy over the next year and a half while we focus on the development of our new game.
 
To this end, content & features planned within this campaign include (but are not limited to) the following:
 
Features
  • Graphics & audio enhancements;
  • Physics developments to include tire damage, realistic drivetrain modelling, enhanced FFB;
  • New hi-res UI design + HUD system customized for each car type;
  • Support for long distance races;
  • Automatic steering ratio adjustment + Support for more controller inputs & newer hardware;
  • Custom championship tool so users can build their own seasons for offline racing.

Keep in mind this list is restricted to itens we have already estimated - it is possible we could go even further as we progress provided the resources are in place.

Official Multiplayer Structure 
  • 4 dedicated servers running 24/7 under a defined scheduled featuring all our series, aiming to provide a go-to place for public multiplayer racing;
  • A Hotlap ranking fed from the servers;
  • Seasonal prize-giving official competitions.
 
New cars & tracks
 

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Inspired by the very popular V8 series from the land down under, the 600 BHPSuperV8 series provide some of the purest racing action on the planet.
 

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Officially licensed Mitsubishi Lancer Cup series featuring race-prepared, AWD Lancer Evos in two specs: Lancer R (300 HP) & Lancer RS (340 HP)
 

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Once a support series for Stock Car Brasil, the Copa Montana cars are 340 BHP prototypes shaped after the popular GM pick-up trucks. Though the series was discontinued in 2013 (having since been replaced by the similar spec Brasileiro de Turismo), it is an excellent entry level series for our V8 line-up. Plus, the pick-ups look cool!
 

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Based on specs from an early 2000s F1 car, the Formula V10 represents the peak of single seater performance in the history of the sport: 605kg, 900 BHP, grooved tires, massive downforce under a roaring V10 soundtrack. This car will complete our GSCE F1 line-up with one car based on each of the past 4 decades simulated in the sim.
 

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The modern version of the high speed Montreal street circuit to go along with the Historic version already in Stock Car Extreme.

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The charming Velo Cittá track is only one of three brazilian circuits (along Interlagos & Curitiba) with FIA homologation, and serves as home for the MIT Lancer Cup series. 
 
Expanding horizons - going off-road and over!
 

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A top-spec rallycross-prepared Mitsubishi Evo X with 600-HP, turbocharged, 1300kg AWD monster that will blow your mind!
 

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600-HP V8 Supertrucks to run both on customized race tracks & dirt courses. Sounds fun enough?
 

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Semi-fictional dirt track at Foz do Iguaçu, based on the course used for the X-Games in 2013, expanded with fictional alternative layouts.
 
Further development of existing content:
 

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Adittions of Renault Fluence & Honda Civic to complete the series 2015 lineup.

 

 

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Remodelling of the current F309 + adittion of older F301 model also participating in the real series;
 
Interlagos: revamped to include all recent modifications & bring it up to spec of our latest tracks;
 
Extra layouts to existing tracks + adaptations for SuperTruck racing (ramps!)
 
Want Even More? You Can Choose!
Missing a GT car, perhaps a LMP or another vintage racer? Is there a particular track (from past or present) you really want us to do? Contributors will have a say in choosing a couple of bonus cars & tracks to complete the package. These will also be carried on to our next project.

 

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A conti fatti, SCE è il simulatore che più mi ha dato e dà soddisfazioni, io ho aderito.

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Fermo restando che si meritano ogni centesimo che riusciranno a raccogliere con questa campagna, sarebbe anche ora di cominciare a lavorare per eliminare sto benedetto RealFeel ; non vorrei trovarmi tra  le mani tra un anno e mezzo, nel loro nuovo simulatore, ancora un ffb che si regge su un plug-in che ha oramai fatto il suo tempo.

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sarebbe anche ora di cominciare a lavorare per eliminare sto benedetto RealFeel ; non vorrei trovarmi tra  le mani tra un anno e mezzo, nel loro nuovo simulatore, ancora un ffb che si regge su un plug-in che ha oramai fatto il suo tempo.

Io credo che il plugin in se, non sia realmente un problema.

Cio' che realfeel fa, e' molto semplice, trasmette le forze calcolate DAL MOTORE FISICO al volante.

Il vero limite di realfeel, e' proprio nel motore fisico, nel tyre model e nel contact patch ad esempio.

Disponendo del codice ISI, i Reiza potranno lavorare liberamente per migliorare questi e altri aspetti, oltre che ovviamente, per aggiungere nuove features.

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A me basterebbe che in rfeel si sentisse bene il grip, senza esagerare e con una certa progressione e ci sia la possibilità di riempire il vuoto che sento in rettilineo attraverso la riga dello steer force exponent, che è presente nel controller- ini di rf1 ma assente nel rfeel. E già staremmo alla grande. Mi chiedo se però a questo punto non valga la pena riscrivere l'ffb direttamente e by-passare il rfeel.

Mi rendo conto però che quello che dico si traduce in maggiori costi...

Comunque oh, motore grafico in dx12...figata!

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In passato ho aderito al progetto pCARS, ora questo mi sembra interessante: il pericolo è che potremmo ritrovarci un rF2 bis e non è certo molto positivo; almeno spero che in sede di acquisizione licenza si siano parlati per evitare di pestarsi i piedi; sicuramente Reiza ha dimostrato di saper sfruttare rF, ma dopo che tutto si sapeva del progenitore in anni di esistenza, ora sviluppare al meglio il nuovo codice ISI, quando neanche i creatori l'hanno fatto, è veramente ambizioso: auguri!

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il pericolo è che potremmo ritrovarci un rF2 bis e non è certo molto positivo

Beh, a giudicare da quanto si vedeva in un video che girava tempo fa, credo proprio che i Reiza puntino esattamente a questo, a implementare le features che attualmente vanta rf2!

Che problema c'e'?

Una sorta di rF2 curato pero' dai Reiza, ma magari!

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I rapporti tra ISI e Reiza sembrerebbero ottimi e questo accordo lo conferma.

I loro, poi, non sono simulatori con ambizioni da blockbuster* come Project Cars o Assetto Corsa (che non lo era in principio, ma lo è diventato).

Dubito vedremo SCE su PS4, insomma, ma chissà...

 

* intendiamoci, blockbuster per quello che può esserlo un simulatore, i numeri dei Forza Motorsport e Gran Turismo li vedranno sempre con il binocolo.

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