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Real World Racing
Playstos  [ontwikkelaar] 19 sep 2012 om 6:19vm
Developer Q&A
Please post here any questions, remarks or suggestions you might have for the Developers about Real World Racing.

We will try to answer as best as we can.
1-15 van 44 reacties weergegeven
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OpenNingia 25 sep 2012 om 12:47vm 
would you release a demo version?
Playstos  [ontwikkelaar] 25 sep 2012 om 1:14vm 
Yes, OpenNingia. We are actively working to delivery a public demo of Real World Racing ASAP.
P_s_y_k 25 sep 2012 om 3:53nm 
Did you make the engine from scratch (and physics) or are you using a specific engine? (like Unity or something like that)
Playstos  [ontwikkelaar] 25 sep 2012 om 11:29nm 
Everything has been done from scratch, but it must be said that the programmers wokring on the game are veterans of the industry. We also use some third party libraries: Raknet for multiplayer, Bink for videos and FMOD for sound.
_THE SHOWTIME_ 28 sep 2012 om 9:38vm 
Will be there the possibility of customization?
Playstos  [ontwikkelaar] 28 sep 2012 om 11:17nm 
Visually the cars are customizable selecting one of the many pre-made skins available. Mechanically the cars are already tuned to their maximum performance and we also thought that allowing car tuning could have been a bit overwhelming for the majority of players. Anyway, based on players response, we may reconsider this decision in future updates.
Grekki 3 okt 2012 om 2:48nm 
If you will allow the tune option, that will be great.
MonkeyPunch 29 okt 2012 om 7:02vm 
Looking great so far guys. I'm a (old) gamer who loved these types of games back in the day - Super Cars II, Super Off Road, Nitro (Amiga) - Micromachines (Sega MD) etc.

Will there be any kind of multiplayer support? Local or otherwise?
Playstos  [ontwikkelaar] 29 okt 2012 om 7:22vm 
There will be support for online multiplayer with automatic matchmaking for up to 16 players per race. We're also planning to include a completely parallel way to unlock all the contents for those who don't care much about the single player career mode, and would rather delve deep into multiplayer races from the get go.
John Repeat Dance 29 okt 2012 om 11:19vm 
What sort of control scheme does the game use? WASD? Mouse and keyboard combo? Thanks!
Playstos  [ontwikkelaar] 29 okt 2012 om 11:51vm 
Keyboard controls are set up like a "standard" racing game, so arrow keys to steer, accelerate and brake while the left control key is used as the handbrake. Keyboard controls are fully customizable though. Gamepads with analog controls and even steering wheels are fully supported, it's already in the game and tested with both popular and less widespread pads and wheels.
da Coops 29 okt 2012 om 5:34nm 
Would there be a map editor? I've always dreamed of there being a feature in a racing game where you could scan in / load any road map (like google maps) and a map editor able to easily turn it into custom race tracks...
Playstos  [ontwikkelaar] 29 okt 2012 om 11:39nm 
Unfortunately this won't be possible. First of all RWR uses high quality maps with a resolution of at least 10cm/pixel (3.9"/pixel). Satellite or aerial images used by google or other services are usually 20cm/pixel(7.8"/pixel). A part from this the amount of work needed to clean up a map (removing traffic, people, etc.), adding collisions/checkpoints, adding 3d objects and splitting the map into layers is honestly not doable for "fun" but only as a work. Currently our artists need about 1 month and a half of hard work to create a city from raw map data to the finished work. The good news is that we already planned to release additional cities and locations after the game will come out.
Laatst bewerkt door Playstos; 10 nov 2012 om 5:22vm
Capt. Trips 9 nov 2012 om 1:18nm 
Scrivo in italiano, una volta tanto che si può! è previsto il multiplayer locale dallo stesso pc?
Playstos  [ontwikkelaar] 10 nov 2012 om 2:08vm 
Purtroppo il multiplayer sullo stesso PC non sarà disponibile. Abbiamo provato varie soluzioni ma la visuale ridotta si è rivelata compromettere troppo la giocabilità (e il divertimento).
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