Wreckfest

Wreckfest

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Crener 19 ENE 2014 a las 7:13
Is this the same engine that BeamNG has been developing?
I've looked at the trailer and it looks exactly like BeamNG Drive's phisics with Ai added to it.

Have a look at how similar it looks
http://www.beamng.com/content/
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Mostrando 16-22 de 22 comentarios
FoutBallon 19 ENE 2014 a las 14:55 
I once was driving a car for around half an hour and still didn't reach the map limit, so maps can be possibly huge.

Publicado originalmente por Nyancat♥♣cX╧:
Publicado originalmente por Crener:
looks like Beam has bigger maps though
Tbh the current engine has a unknown map limitation. In the sneak peark you can launch physicobjects miles away from the edge of the map before they stop working(we are talking more than 30+ mins flying with free cam)
Pyro Gourmand 19 ENE 2014 a las 15:26 
What I mostly care regarding the engine, is its ability to never drop below 30-40 fps, even when several cars pile up and destroy tons of props.

For the rest, it just has to fit with the desired gameplay - no point in having sim-physics, if the game isn't a sim itself: if at the first crash it's almost certain your race is over, you can throw away all the aggressive AI, destroyable props and arcade gameplay, since they won't be used at all.

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FlatOut games have brilliant engine regarding that: excellent optimization (I got FlatOut 1 and 2 running on laptops), excellent resistance to heavy load (never had to suffer fps drops/0.5 sec freezes - literally never).

Regarding the physics, you rapidly get the hang of it - fighting off your opponents is worth it and rewarded, same with taking shortcuts, while crashing is punishing but not game-breaking.

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On that point, the current build we have (sneak peek 2 ?) seems to be much more unforgiving regarding damage, especially when hitting static obstacles, even at low speed: if you drift a little too much, and bump sideway into a rail or wooden structure, rather than driving off almost unscratched (like in previous FlatOuts), your car gets some significant damage.

I don't know what Bugbear have planned for the final game, but it doesn't sound like a system inviting people to try crazy things.

*friendly reminder*: not everything has to be a simulator, "realism" doesn't mean fun, there's already plenty of racing simulator out there that are going to do a much better job at it thanks to mods and decade-long development. NCG should be a fun game, first and foremost.
Rye 19 ENE 2014 a las 16:15 
Publicado originalmente por Pyro Gourmand $1≠1€:
What I mostly care regarding the engine, is its ability to never drop below 30-40 fps, even when several cars pile up and destroy tons of props.

For the rest, it just has to fit with the desired gameplay - no point in having sim-physics, if the game isn't a sim itself: if at the first crash it's almost certain your race is over, you can throw away all the aggressive AI, destroyable props and arcade gameplay, since they won't be used at all.

-

FlatOut games have brilliant engine regarding that: excellent optimization (I got FlatOut 1 and 2 running on laptops), excellent resistance to heavy load (never had to suffer fps drops/0.5 sec freezes - literally never).

Regarding the physics, you rapidly get the hang of it - fighting off your opponents is worth it and rewarded, same with taking shortcuts, while crashing is punishing but not game-breaking.

-

On that point, the current build we have (sneak peek 2 ?) seems to be much more unforgiving regarding damage, especially when hitting static obstacles, even at low speed: if you drift a little too much, and bump sideway into a rail or wooden structure, rather than driving off almost unscratched (like in previous FlatOuts), your car gets some significant damage.

I don't know what Bugbear have planned for the final game, but it doesn't sound like a system inviting people to try crazy things.

*friendly reminder*: not everything has to be a simulator, "realism" doesn't mean fun, there's already plenty of racing simulator out there that are going to do a much better job at it thanks to mods and decade-long development. NCG should be a fun game, first and foremost.

I agree that it should be fun first, I like how NCG is going, from what they have planned it reminds me of street rod with the new and used part, and I like how they are breathing life back into Destruction derby. I havent played a good destruction derby since PS1.

My fear with racing games currently if the arnt in the "sim" category then they are too easy and just give it to you like grid 2(garbage), or need for speed most wanted(pay to win)
キング Raff 様 19 ENE 2014 a las 16:25 
Publicado originalmente por The D:
Publicado originalmente por Crener:
That is what they are going for. I can't wait for them to add AI and acctually finish it. Mabie even release it on steam

thanks for posting about this crener, I love racing games(except nascar) and I dont know how I missed this one
You probably missed this one since its not even fully out and is still in alpha/beta...
Big Fish Actual 19 ENE 2014 a las 23:33 
Beam ng is baised on a modified cry engine.
next car game is bugbears engine.
bug bears engine is more optimised an seems to be really fitting for bugbears racing games. beam ng is like "something you make a racing game FROM"
Kano™ 20 ENE 2014 a las 0:52 
Publicado originalmente por Crener:
looks almost identical...

BeamNG looks nothing like NCG. it looks digusting compared to NCG
darthcuda 21 ENE 2014 a las 19:47 
I'd like to see good things from both games actually. Its a win-win for fans of racing/driving games. Im gonna go with BeamNG as well I think. really at 15.00 and 25.00 beitier is asking too much for what you get in return, provided the games do come to full completion.
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Publicado el: 19 ENE 2014 a las 7:13
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