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Freznosis

ca
Posts: 15
http://www.jidoushashakai.com
Location: Canada
Occupation: Full Time Game Developer
Age:
V$:
#116873   2017-02-28 02:21          
# ramalhinho07 : NIKKO!!!!

What up man?

(Ismael)

Hey Ismi! <3

# Pinter : This game is a a great start for a great game, ofcourse, its in alpha stage now but it could've been worse.

-The controller compatibility needs work, When i move the slightest on the joystick it turns the wheel all the way and i cannot change this.

-As many have said on steam, The map is boooring, Just a couple of roads as far as i tested it.

-The physics of this game are great, I like how youre able to do the "gutter run" from initial d, Haha.

-Graphics are already nice, its Unity engine so it is what it is.

-Slight bugs in menus and stuff, the registration panel in the main menu is good, But i could'nt enter my email. It has the same restriction as the username.

-Garage ui needs work, It says "Honda Civic" but im pretty sure an S13 isnt a honda lol.

-It has the same launcher style as Drift Streets Japan, But thank god you can enter controls in-game too. (I mean the window that pops up when you launch the .exe file)

-That driver model though. I think its better to have no driver model. or you know, just a guy with a helmet or something.

-Interior is as of the same quality as the original SLRR graphics. (Its really low poly and poor texture quality, But i'm sure that this WILL be changed)

And the last thing i have to say about it is....

-MOAR CARS PLS!


//Pinter

1. Controls were fixed due to a bug that made the input axis return full instead of incremental.
2. There is a new map in the works currently, excited to show you guys at least part of it next update.
3. The physics are a custom system created after I saw how inferior the PhysX wheel was, thanks for your input.
4. Graphics have vastly improved since this update, and will continue to improve as I continue to explore options.
5. The registration panels and login panels are gone, they were intended to be used for a non-steam release but I have had second thoughts about that altogether.
6. I'm aware of the Honda Civic thing lol, has been fixed!
7. The standard unity launcher is pretty ugly I will admit, but it's useful for settings graphics quality and that's all I use it for really, I'm looking to completely replace it with in-game functions once I complete the graphics menu.
8. It's just a test model so for now I feel it serves a good purpose rather than no driver as this model will be the bridge for new models once everything is setup and working animation wise.
9. Yeah interior quality is pretty bad, however it is just a place holder until a newer model is made soon.
10. More cars are coming, it will most likely be a thing on the next update or the first steam release (whichever comes first).

Thank you for the useful feedback Pinter :)

# Zero : From playing for a few hours the game is pretty good and enjoyable, the amount of customisation is perfect really. Like Pinter said about the Honda Civic yet it's a s13 bugged me slightly but never the less it's good for a alpha. The steering is twitchy at times and easy to spin out. One thing I did notice was that it would quit out of menus while playing. For example, I was putting better engine parts on and I would click better pistons it would take me to home menu again and wouldn't let me click them for a while, it would do it for almost everything as well. Apart from them small things, great game to play and I can't wait for the offcial steam release

I'm glad you're liking it! The customization right now is good, but it can be much better which is why I'm looking for more ways to create and customize cars for the next update (like vinyls, engine swaps, more rims, more headlights/tailights, FRONT END SWAPS, and more). Like mentioned above the steering was fixed :) I have encountered the bug where the customization menu selector wouldn't reset the upgrade options and it resulted in some wacky behavior, I'm mostly thinking it was the navigation of the UI that threw it out of wack and not the actual script, but I am looking into this deeply right now. Stay tuned, more great things to come!

Thank you for the feedback Zero :)


# Franco : whoa! welcome to VS! i'll give it a try soon! looks good from videos, feel free to ask whatever you need that we could help!

Thank you! I hope you enjoy it, and I won't hesitate to ask for any help if I need it :)


# Jaziba : How is this game modable? Like, what tools do you need to import into the game, how are the materials set up, what is it based upon (unity3d?)

The current way it is setup is a pretty simple process.

Basically in your model program of choice you setup the car with certain names that are specified in the modding documentation. So in the end the game will be able to find the different parts of the model, kind of similar to GTA modding if you've ever modded GTASA or GTAIV.

Example:

After importing this model to the mod tools, you can setup the car name, stats, upgrades, etc and then define material properties such as lights, paint, etc. More information will come of this process as it nears release as it is still a bit buggy currently. However hopefully you get a rough idea of what it is like currently by this representation. :)