Thanks for your amazing feedback guys!
There was no intention to model it after a real life car. Not an engineer either, so I'm happy as long as it looks cool. Always liked the rock bouncer high octane vehicles and wanted to do something like that, but following my own vision of an offroad race car of the future!
...Kudos to such a small team for accomplishing this kind of game while writing your own engine!Will we be able to unlock some of the other challenges in the demo as well?
Maaan, my kids and I had so much fun playing the demo. Can't wait for the full game. Respect for adding split screen option!
Thanks for the great feedback we have received so far!
We are back again with a huge update.
* first and foremost our Steam store page is now live
we used our in-engine recording and video capturing technique to produce the Early Access Trailer. We use recorded session files from the game server in the engine and create splines for the camera to follow along or to attach a camera target to a vehicle. The gif below was taken from the editors preview mode. You can spot some parts are not physicalized in preview mode and are just frozen. This is of course not the case with the final render.
* vp9 video codec support
this was unplanned but we had to move on from using theora video codec in the engine to vp9 because of the new 4k [at]60 fps video material. We use ffmpeg to encode our ingame videos and menu backgrounds as vp9.
* finalizing the game scripting
we are now completing the game scripting with tweening and fades everywhere and full testing.
* all tracks have ground foliage and gravel now
* added details to zone-c overhead structure
it's always good to have details like ladders or hand rails to convey the scale of things when building these kind of unfamiliar odd-looking structures.
* finished zone-c with the last two hero objects
the crane is inspired by an existing offshore crane but I wanted something more dramatic for this level to fit the art style. After blockout I made a high-poly / low-poly and textured in Substance Painter. The floor panels use a tiling material to save some texture space and increase the resolution for the rest of the crane.
* start-finishline zone-c
matching the style of the crane I also built the start-finishline. I reused parts of the light module from the other tracks to have some consistency throughout the maps.
* garage UI
we finished the garage UI with technical specs about the different vehicles and color choosers for primary and secondary customizable colors.
* capsule artwork / keyart
this was also rendered in engine and is used as our keyart and for all the capsules and as library / box artwork. I was struggling for a long time if I should add some color to it. But I really like this black and white look.
* engine and studio logo + animated splashscreen
one of the reasons why we had to switch to the vp9 codec was videos like this which we wanted at 4k 60 fps as well.
Christian & Thorsten
Nevertheless DRAG is designed to be played with a gamepad or keyboard.
Support for racing wheels will be added in Early Access though.
How does it work?
You can follow faster players by utilizing slipstream, hence the name of the game 'DRAG'.
If you follow your opponents closely you will also gain boost which is at your disposal for overtaking, but should be used carefully and strategically. However if you get too close and ram another vehicle your car will take permanent damage.
Also there's no respawn in online matches, we call it the out-is-out principle, so if you like to push your opponents off track you better be strategical about that as well. You might end up with a wheel or two missing - which by the way shouldn't keep you from battling on. Three wheels is plenty
We don't believe in stupid time penalties. Play as dirty as you like, brake check if someone is following in your slipstream. But be prepared to end up in a tree upside down if things go wrong.
Christian & Thorsten
Your game looks great and i like the ideas you outlined above. Just make sure you add this on the steam page so that everyone knows what to expect from the game. Speaking of expectations, will there be a demo of sorts?
Best of luck!
We have changed our mind about the demo.
I'll keep posting modeling / texturing work and behind the scenes dev-stuff here on polycount because I think thats whats most interesting to you guys!
@defragger I'm 100% down with that, when it comes to custom vehicles the possibilities are endless for creativity, it was just the mechanic in me trying to figure out how it worked haha.
Thank you so much! Appreciate it!
We didn't want to confuse as of what people should be driving, considering the giveaway challenge taking place.
Since Tuesday it feels like there is a constant party going on in our Discord!
All in all, the demo was a great time with a total of 2,323 players.
2. ◄Tanchi84► - 27.954
3. Multtari - 28.028
4. Fantasiian - 28.051
5. apemax - 28.066
7. lucaruby - 28.071
8. I'll Grape You - 28.074
9. Swifterik - 28.076
10. haefen - 28.099
Swifterik gets the most style points for this finish .. barely avoiding the wall of death
Christian & Thorsten