Next Car Game (Wreckfest)

Vrooooooooooooooom!

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Re: Next Car Game

Post by Bezrider » Tue Feb 18, 2014 10:38 pm

Wow that's a lot of updates :rightthumbup:
still haven't checked them out yet but will do soon :woot:


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Re: Next Car Game

Post by Lunytrickz » Wed Feb 19, 2014 11:29 am

here my first NCG vid with the update
wich makes it finaly somewhat driveble :mrgreen:

[media]http://www.youtube.com/watch?v=xVfXVKquQzg[/media]


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Re: Next Car Game

Post by Bezrider » Wed Feb 19, 2014 7:20 pm

Nice win Luny, I'm off work on Friday will try it out and make some videos. :banana-dance:


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Re: Next Car Game

Post by Lunytrickz » Thu Feb 20, 2014 12:01 pm

here the new added 8-track racing :auto-swerve:

[media]http://www.youtube.com/watch?v=lsA31w7WC4U[/media]


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Re: Next Car Game

Post by Lunytrickz » Fri Feb 21, 2014 11:40 am

Demo Derby tip: start by driving backwards
that way ya keep ya front & engine functioning the longest :mrgreen:

[media]http://www.youtube.com/watch?v=eBYv6inNBHM[/media]


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Re: Next Car Game

Post by Lunytrickz » Sat Feb 22, 2014 12:52 pm

This video shows the -for me- best improvement
now the AI cars actualy react on u're inputs
ya can push around now to :mrgreen:
even with the lightweight euro car if ya do it right :dance:

[media]http://www.youtube.com/watch?v=S61sVPRtkis[/media]


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Re: Next Car Game

Post by Bezrider » Sun Apr 06, 2014 10:38 am

Here's a few photos of what's coming soon to the game.

The smaller derby stadium (check out our new driver!)
Game_Release-2014-04-03-15-42-38-00-e1396615587556.jpg
Mud pit mayhem.
Game_Release-2014-04-03-15-31-34-381-e1396615846724.jpg
Kalle has also been working on some concepts for an upcoming race track which is in its early stages of planning. A lot of different references were gathered and these are mainly mockups to give some sense of what the final track might look like. The level design and environment planning is far from done and it will be a while before we might see anything like this in the game.
Concept1-copy-e1396616241941.jpg


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Re: Next Car Game

Post by Purple44 » Wed Apr 16, 2014 9:50 am

Nice to see there some Bugbear fans here. :)



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Re: Next Car Game

Post by MadManCK » Wed Apr 16, 2014 10:06 am

Yes, i played Flatout 1 and 2. Lots of fun.
Flatout 1 came truly alive with the mods that increased the speed.
But i think part 2 is the best of that series.

Later versions were beefed-up/nerfed copies of 2 and something from another studio. Didn't grab that one.

I grabbed a Flatout pack during a Steam sale. Steam sales FTW.

There is a lot of flatout flavor in NCG. And the amount of destruction is insane.
Bringing your car to the finish is a challenge of its own.

:mrgreen:


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Re: Next Car Game

Post by Bezrider » Thu Apr 17, 2014 9:03 pm

New update. :party:
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It’s time for a SANDPIT SHAKEDOWN! The latest update of NEXT CAR GAME is here, and it will see you transported right back to where it all started from: a good, old-fashioned sandpit! That’s right folks, the update contains a new sandpit race track very much like the ones you’ve all learned to love from our previous games. The classic sandpit environment with its sweeping corners, hefty hillocks and treacherous sand banks is admittedly one of the greatest fan-favorites, and the latest incarnation, albeit still very much work-in-progress, is guaranteed to make a perfect setting for some serious, no-holds-barred racing.

The update also contains a new replay mode that makes it possible to watch the whole glorious race again from every imaginable perspective. Naturally we’ve also included all the usual goodies such as depth-of-field, slow motion and fast forward, target locking, selectable field-of-view, and so on. The user interface will see a complete rework later down the road, but even now there’s no reason to make the best crashtastic video ever and share it with the whole world!

Other than that the update features two new derby stadiums as well as a number of improvements, many of which were done based on community feedback. One of the most significant additions is the support for more than one simultaneous controller, so now you can finally drive like a boss with separate wheels and pedals. Also, the suspension and tire physics have been enhanced, and as a result the handling feels more natural than ever. We’ve also increased the responsiveness of the gamepad controls, as requested by many.

Needless to say, the update also contains an ample amount of other improvements and fixes. Please see below for the most significant changes:

Tracks:
* New sandpit race track featuring both normal and reverse layouts, work-in-progress.
* New mudpit derby stadium, work-in-progress.
* New small derby stadium, work-in-progress.

Environment Art:
* Smoothed out track-sides and improved gravel race track readability.
* New work-in-progress spectator models – some previous ones remain.
* New concrete barriers, used in various derby stadiums.

Weathers:
* Two new weathers: stormy evening and misty evening.
* Weather can be now specified in the event setup.

Vehicles and Handling:
* New driver model, as of now simply static.
* Improved suspension and tire physics.
* More responsive handling with a game pad.
* Improved player vs. AI collision physics.

Damage:
* Improved deformation physics so that visual car damage is more accurate.
* Improved gameplay damage to prevent cars from getting too torn up and still going.
* Fixed a case where cars would get damaged and eventually destroyed from rubbing against a static barrier.

Replay:
* New replay mode with slow motion and fast forward time controls (-16.0x … 4.0x), a number of different cameras, target locking & switching, depth-of-field and field-of-view settings.

User Interface:
* Race timer now correctly displays hundredths as well instead of random numbers.
* Game is no longer unpaused when exiting Steam overlay if the game was paused.

Input:
* Implemented multicontroller support (e.g. wheel and pedals in separate USB ports).
* Sensitivity & deadzone adjustments now take effect without a restart.
* Added saturation, sensitivity and dead zone settings for XInput controllers.
* Game now defaults to DirectInput for wheels, hopefully making some wheels behave better.
* The game now detects more than one XInput controllers that are connected simultaneously.
* Force feedback is disabled for Microsoft Sidewinder FF wheel in an attempt to work around buggy driver causing lag.

Audio:
* Increased AI engine volume.
* General improvements.

IMPORTANT: If you’re experiencing controller issues such as being unable to correctly assign controls, please remove the user data generated by the previous build by navigating to [STEAM INSTALLATION FOLDER]/userdata/[USER ID]/228380/local and removing the folder labeled ‘next car game pre-alpha’.

As always, have fun and don’t forget to give feedback!


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