Project CARS 3 Developer Blog: parliamo di "handling"
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Dopo la prima puntata dedicata a design e fisica, arriva oggi la seconda puntata del developer blog degli Slightly Mad Studios che ci racconta il nuovo Project CARS 3. Il blog di oggi, che potete leggere a questo link, ci parla di "handling" di gioco, ovvero la guidabilità e la fisica delle vetture. Per commenti fate riferimento al forum.
Nick Pope: Principal Vehicle Handling Designer: The brief for Project CARS 3 was to go back to basics a little, remove some of the clutter, and find a way to lower the bar for newcomers whilst keeping the authenticity and realism in place for the more experienced fanbase.
Doug Arnao: Physics and AI Director: To echo what Nick said into a simple bullet-point, we’ve taken the full realism of Project CARS 2 and added accessibility for everyone. Then we added the game modes that our fans were clamouring for and—on my side—spent a lot of time updating the AI with new thinking intelligence to make them more human-like in their decisions.
Nick Pope: From a physics standpoint, we approached this merging of authenticity and accessibility in a number of ways. The highlight here is how we’ve improved the way driving assists work. ABS, Stability and Traction Control are now not only more effective, but also better aligned with how those systems work in the real world. The ability to set those assists based on the player’s experience really opens up the game and allows them to fine-tune their experience to their own personal tastes. That’s, for me, a really big leap for the franchise—combining that greater accessibility with the same authenticity that makes the franchise what it is has resulted in both wheel and gamepad users getting a tailored experience more in sync with their skills. It gives them options with how deep they want to go with it.