Wreckfest (Next Car Game) by Bugbear Entertainment - Page 11 - Simulatori vari - DrivingItalia.NET simulatori di guida Jump to content

Wreckfest (Next Car Game) by Bugbear Entertainment


Recommended Posts

Posted

 

Posted

 

Posted

 

  • 5 months later...
Posted

Bugbear Entertainment ha rilasciato tramite Steam l'atteso update di Dicembre per il suo Wreckfest, titolo al momento ancora in accesso anticipato. L'aggiornamento rappresenta un significativo passo in avanti verso il rilascio della release definitiva del gioco e ci offre numerose migliorie e novità, come ad esempio 8 nuove vetture, ottimizzazioni alle performance, danni meccanici, tuning dei veicoli, migliorie agli incidenti ed altro ancora.

Dear Wreckers, We’re excited to let you know that the highly-anticipated December Update for Wreckfest is available on Steam!

This update represents a significant step towards the final release of the game, and what that means in practice is that this update contains a plenty of new as well as polished content and features in addition to a host of other improvements, the highlights being:

EIGHT NEW CARS
That’s right – eight completely new cars, including our first ever front-wheel-drive cars, classic bangers, demolition derby heavy-hitters as well as something pretty unique! In addition to the new cars, many old cars have been refreshed.

PREVIEW OF THE CAREER
Two championships with many themed series – battle for championship points and earn experience, increase your rank and unlock new parts and cars! This preview is just a taste of things to come, with more varied series and challenges being introduced later on.

PERFORMANCE OPTIMIZATIONS
Better performance thanks to the new LOD (Level of Detail) models for all vehicles, optimized grass performance and collisions with dynamic objects, improved V-Sync for smoother framerate.

POLISHED TRACKS
Say goodbye to the old work-in-progress tracks.

PAINT CUSTOMIZATION
Customize your car with a variety of paints and liveries, also supported over multiplayer.

MECHANICAL DAMAGE
Engine, gearbox, suspension, brakes and wheels can get damaged in crashes, resulting in performance degradation. And yes, wheels now get torn off too!

VEHICLE TUNING
Adjust suspension stiffness, differential type, brake bias and gear ratio to suit your style or the track, even between every race – also in multiplayer lobby.

GAME MUSIC
Songs from the Audiodraft game music contest that you voted for are in!

AUDIO IMPROVEMENTS
Unique engine sounds for all cars, most completely new, as well as better situational audio, new spatial effects and improved countdown behaviour.

NEW, ENHANCED HUD AND USER INTERFACE IMPROVEMENTS
All-new, more modern HUD. New main menu and some cool neat functionality such as car icons that update automatically.

BETTER AI WITH ADJUSTABLE DIFFICULTY
Increased awareness and more variation in the driver profiles with some racing cleaner and some being more prone to making mistakes, as well as a difficulty setting that can be adjusted to your preference – try beating it on hard difficulty!

RIVALS
New work-in-progress feature: someone can become your rival by crashing into you, and you can earn bonus score by showing them who’s the boss.

IMPROVED CRASHES
Crashes feel more vigorous than ever, and visual damage is improved.

ENHANCED VEHICLE PHYSICS AND CONTROLLER
Improved tire model as well as suspension physics and updated controller implementation for better handling and easier playing with a gamepad or a keyboard. Don’t forget to test different assist combinations to find something you like – with no assists the game is meant to be more authentic experience especially with a steering wheel, while with full helpers you can simply pick up the pad and let it rip!

MANUAL CLUTCH
For the ultimate immersion – you asked for it, and here it is!

And those are only the highlights: the update contains plenty of other goodies, some more significant and some more minor, but we invite you to take a look yourself. These couple of last months have been hectic for us, and we hope you’ll enjoy the update. There are still many little bits and pieces missing as you’ll no doubt notice, but we were hell-bent on getting this update out so that you can already have a chance to check out what we’ve been working on and give us feedback that we can then use to fine-tune whatever you feel is wrong or off. In other words, don’t forget to let us know what you think!

IMG_15122017_174045_0b

Posted

 

  • 3 weeks later...
Posted

 

  • 3 weeks later...
Posted

Dev Blog: What are we working on

Dear Wreckers,

We hope everyone had a great holiday! We’re back in wrecking business, and seeing as the release of the game is only months away now, we’re working at full steam to add the rest of the planned content to the game, address the remaining known issues and add as much polish as we can. The feedback on the December Update was very positive and we know we’re on the right track, but the game is still not done and there’s more of the good stuff to come! Now you’re probably wondering what exactly, so let’s take a quick look at what we’re working on.

--> http://www.wreckfestgame.com/dev-blog-what-are-we-working-on/

  • 1 month later...
Posted
march_upd-862x485.jpg

March Update

Howdy Wreckers, We’re pleased to let you know that a new rocking update for Wreckfest is out!

CONTENT

  • Added two new spanking rides, MudDigger and Rocket.
  • Added a number of new banger racing and demolition derby inspired paint jobs (more coming).

CAREER

  • Reworked championships 1–2 to offer more variety and reduce grinding.
  • Added support for challenge events (for now, only one is available for playing in the first championship but more will be added).
  • Added reward pool functionality to ensure player always received parts that are a) suitable for a vehicle they own and b) not already owned c) appropriate for the current series.
  • It’s now possible to view the bonus objectives in the pause menu, and making progress towards the target or completing it results in an on-screen notification.
  • In multi-heat events, the player start position is now randomized to the second (latter) half of the grid.
  • In multi-heat events, the start order in the Semi-Final and Final is now based on the finishing position of the qualifying heats.
  • Round placement history is now viewable in the series standings view.
  • Finishing position is now correctly taken into an account in the career rewards calculation.
  • Player final standing is now correct in the series completion screen.
  • Added support for reward-only vehicles that cannot be purchased from the car dealer.
  • Added AI players using cars upgraded to the next class, for example Class C > Class B.

ART

  • Added more dynamic objects to a number of tracks (Tarmac 1, Tarmac 2, Tarmac 3, Mixed 3, Mixed 7, Sandpit 1, Sandpit 2, Sandpit 3, Gravel 1, Mixed 1, Mixed 2, Mixed 4, Mixed 5).
  • Added ramps and dynamic objects to Speedway 2 Demolition Arena to make the gameplay more interesting, confined the arena to the middle area.
  • Fixed a number of minor and major bugs and glitches on many tracks (including proxy objects, clipping objects, terrain tears, missing collisions, etc.)
  • Improved environment art and added more dynamic objects to Speedway 2.
  • Improved environment art, added new assets and dynamic objects to Tarmac 3.
  • Tarmac 2, added new background buildings and replaced old proxy objects.
  • Big Stadium, fixed multiplayer car change location + general improvements.
  • Added damage model for the dynamic barrel prop.
  • Overhauled Garage, Market, Assembly, Customization, Tune and Paint views.
  • Overhauled Career Series Selection and Next Race screens.
  • Overhauled Custom Event views.

DESIGN/PHYSICS

  • Visual damage is now more dynamic and gives a better impression of sheet metal being deformed.
  • Collisions between light and heavy vehicles are now better balanced, with light vehicles not appearing as feather-weight in collisions.
  • Decreased the sector protection effect of the visual customization parts and/or increased the weight of selected parts.
  • Removed the effect of vehicle body panels absorbing damage, so all damage goes directly to the chassis health.
  • Tweaked gameplay damage for Normal and Realistic Damage to match the visual damage more closely.
  • Dynamic objects now have slightly more mass to them.
  • In Custom Race, the player start position is now randomized to the second (latter) half of the grid.
  • In Garage, body style and size vehicle properties have been replaced with a single type property.
  • Novice AI is now more challenging with less obvious rubberbanding, and the jump between the Amateur and Expert difficulty is not as significant as previously.
  • AI players now exhibit a reduced tendency to avoid the player car.
  • Added a placeholder Credits item to the Main Menu Misc section.

TECHNICAL

  • MP: Added support for Normal/Realistic Damage in multiplayer, available in the lobby and the server settings.
  • MP: Fixed two separate instances of a server crash related to situations in which the player leaves the server.
  • MP: Player stats overlay is now disabled while spectating.
  • Adding heavy customization parts no longer results in the vehicle acceleration stat being reduced to 0.0.
  • Improved AI throttle and brake use after severe engine/brake damage when damage is set to Realistic, so that AI no longer gets stalled.
  • In a Custom Event, AI now correctly uses lawnmowers when the lawnmower AI Set is selected.
  • Increased the amount of mesh particles (the shrapnel-y bits and pieces) emitted in collisions.
  • Mesh particles now use custom vehicle color, matching the car color they’re emitted from.
  • Engine block no longer gets unrealistically deformed with visual damage.
  • Added leaderboards for the few tracks that were previously missing them.
  • Integrated backtrace.io for automatic crash reporting.

AUDIO

  • Added in-game spectator audio, crowd cheering etc.
  • Updated Tristar engine audio with a new one.
  • Tire wobble effect audio now plays only when there is visible tire wobbling.
  • Fixed a number of minor audio issues.
  • 2 weeks later...
Posted

Che delusione questo gioco, lo presi subito aveva ottime premesse, che adesso purtroppo non ci sono più.

Un vero peccato l'idea e il progetto iniziale erano ottimi.

Adesso invece ci ritroviamo il solito arcade fuori strada da 4 soldi, come vediamo da decenni e che neppure consideriamo più.

  • 2 weeks later...
Posted

5f00b00c2827cfbbdac08340043bbc3b80253de6

Howdy Wreckers,
We hope everyone is doing great this fine evening! Even if your evening happens to be all doom and gloom, fret not – it's just about to take a turn for better because we're happy to let you know that the latest update for Wreckfest is now out!
This time we have quite a lot of nice surprises in store for you. First of all, there's the new weather system! Thanks to it, not only each track now has Sunrise, Noon, Afternoon and Sunset weathers but also that they are unique to each track – in other words, a sunset at, say, Mixed 5 will look different to a sunset at Speedway 2. The weathers are still being tweaked but we feel like they already yield a very welcome variation to our environments.

Secondly, and this is something that many have been looking forward, some of the cars now have more customization parts with more coming soon! These mostly include hoods, grilles, spoilers, fender flares and similar parts that you can use to make your car unique. Other than that, we have some new demolition derby and banger racing inspired paintjobs for the cars, and the AI controlled cars now know to dress appropriately for the occasion, meaning that in for example a demolition derby they will use the derby paintjob. Oh, and textured rims are also finally in.

Moving over to the gameplay side of things, as you know we've been tweaking the gameplay damage in the last couple of updates. The response so far has been a mixed bag, with some of you enjoying the thrill of wrecking other cars and possibly getting wrecked yourself, while many have voiced a concern that the relatively high punishment from light nudges ("love taps", as the community affectionately calls them) takes away the fun especially in multiplayer environment. So, in a bid to preserve what was good in the new damage system we went in and did some tweaking: now minor scuffing no longer causes any gameplay damage (the body panels will still visually get damaged, though) while major hits still cause significant one-time damage. Inconsistent damage was also a major frustration to many (the damage received from visually similar looking crashes was all over the place) so we rewrote parts of the damage tracker to make it robust.

Additionally, this update contains a healthy dose of other improvements like Realistic Damage in Career, new Post-Race, Loading and Server Browser screens, improved lawnmower gameplay, more spectacular crashes, custom Demolition Derby and Banger Racing AI Sets and of course a host of bug fixes to a number of minor and major issues. You can read all about those below while the update is downloading, but once it's done, launch the game and take a look at yourself!
Enjoy the update, and don't forget to let us know your thoughts about it!

CONTENT
  • New weather system with environment specific weathers and expanded variation: unique Sunrise, Noon, Afternoon and Sunset TODs for each event.
  • Increased skybox quality.
  • Added a set of new visual customization parts like spoilers, hoods, grilles and fenders for a number of cars.
  • Added textured wheel upgrades for all cars.
  • Added new banger/derby style liveries for both player and AI controlled cars.
  • Added Demolition Derby and Banger Racing AI Sets for Custom Events.
  • Fixed RoadSlayer missing audio in cockpit, bumper and hood cameras.
  • Fixed Rocket AI car assembly so that it now appears correctly in events.
  • Roadcutter window bar upgrades are now named correctly.
  • Killerbee roll cages are now named correctly.
  • Improved environment art and fixed bugs on various tracks.
GAMEPLAY
  • AI cars now automatically use a matching banger/derby or racing style livery in appropriate game modes and career events.
  • AI cars now slide around somewhat more.
  • AI cars are now more aggressive towards each other and the player (work-in-progress).
  • Derby AI now favors the center more to prevent them from packing to the sides.
  • Tweaked collision matrix lightly to make crashes feel more rewarding.
  • Demolition Derby events now yield more credits as a reward.
  • In Last Man Standing, the contact timer is now 30 seconds (shown when 15 seconds left) to prevent sandbagging.
  • Improved lawnmower physics to improve the gameplay.
  • Ragdoll is now ejected correctly when crashing to the static environment hard enough.
  • It's now easier to roll over an opponent by hitting the AI piloted lawnmower to the side.
  • Wrecking an AI lawnmower and ejecting the pilot now works as designed when hitting the AI with higher momentum.
  • Takedowns now register correctly even if the victim hits a static object right after being wrecked, or in the case of lawnmowers, the ground.
  • Improved damage tracker for more consistent gameplay damage and prevent from being penalized from the same hit many times depending on the duration of the collision; in practice this means that for example being pushed sideways by other cars no longer results in massive damage and death. With Normal Damage, minor scuffing no longer causes any gameplay damage (the body panels will still visually get light damage though), while major hits cause significant one-time damage with hitter receiving less damage (but still some); with Realistic Damage, both visual and gameplay damage is increased, mechanical damage kicks in earlier and hitter has no artificial advantage whatsoever (note that hitter will still have a natural advantage in case of a higher mass and speed).
  • Tweaked front-wheel-drive cars to be less overpowering, now more or less match the lap times of RWD cars with similar performance points.
CAREER
  • The career starting car is now Rocket.
  • Embarking on a new series while another one is in progress (not completed) now resets the progress of the in-progress series instead of marking it as completed.
  • Rival challenge is now kept active through the whole event instead of ending with the first successful bump.
  • Realistic Damage is now available in the career in the new Options tab in the Next Race screen, yielding an experience bonus.
  • Rammer RS can now be only obtained as a reward from the career event "Ramming it Down".
  • In multi-heat demolition derby events, player is now disqualified properly according to the series rules.
USER INTERFACE
  • Implemented new Post-Race, Loading and Server Browser screens.
  • Quitting an event now takes the player to the results screen so that replay is available even when quitting.
  • In Settings/Advanced menu, Sensitivity and Speed Sensitivity help texts are no longer reversed.
TECHNICAL
  • MP: Fixed a fatal crash related to the effect system.
  • In Custom Event, AI Set now gets correctly reset after clearing user data.
  • A prospective fix for the car getting rocketed to sky after crossing the finish line.
  • A prospective fix for the car glitching when changing parts or adjusting tuning setup.
  • Various other bug fixes.
LOCALIZATION
  • Updated new and changed strings.
KNOWN ISSUES
  • New weather system is not yet supported by the career.
NOTES FOR CONTENT CREATORS
  • The weather system now uses an event specific weather list configured in the event's evse bag data file so you have can different weathers available for each event.
  • Any custom content modifying gameplay damage is thrown out of whack due to the new damage tracker

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.