Hi all, i thought a while about what i could write regarding the engine. It is designed as an in-house tool and neither planned nor built for public use. Maybe we open it up one day. I don't know. I am a strong supporter of linux and open source myself. So here are just some features and techniques to give you a rough…
Hello Polycount, 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 https://store.steampowered.com/app/773840/DRAG/ * Early Access Trailer in case you would like to see the trailer at a decent resolution we also uploaded a 4k…
I'm still in shock. I honestly can't comprehend how 2 devs can make something as good as what studios with huge teams make, let alone a whole engine that is on par with any single modern engine I have seen so far. You guys are either time travelers or have cheat-codes for development. :# Can't wait to see what you have on…
Hi guys, We are happy to see that you are interested in DRAG and we are sorry to keep you waiting. We are pushing towards the early access release :) Here is a quick update what we have done in the last weeks: * we completed the online race mode * visual polishing of single player mode * testing and bug fixing * added…
Hello Polycount, Thanks again for your great feedback! We've been working our butts off lately. Sorry for not responding sooner, but we are back with a huge update. * in-engine recording and video capturing We started simple by just recording the screen with the usual software. This not only was very limited in terms of…
Hi guys, Recently we completed the single player mode and the main menu. We are getting closer to the Early Access release but there are still a lot of things left to do. We are working on the HUD for the multiplayer mode and the trailer for the store page, just to name a couple of things. Race track 1, 2, and 3 are…
Hello Polycount, quite a long time but we are back again with what we hope is a decent progress on the game. * splat meshes We now have an entirely new system to paint ground foliage and rubble. So far we could either place objects individually in our scene or as a cluster. Clusters are a group of identical objects using…
Yes that's right. So how do you get all this into the engine together with real physically moved and steered wheels? The way it works is basically this: The whole suspension with the spring and all gets set up and animated in 3ds max. Nothing of this is exported directly to the engine. Instead the full travel way for…
@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.
Hi there! thanks for your feedback! This information is already on the steam page. We have no plans for a demo.But we have a gameplay video coming up (hopefully soon) which will show things in detail as well.