Bugbear doing what they do best: Making a brand new Flatout-style offroad racing game

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Purple44

Member
Jan 3, 2010
104
0
76
Breaking news, this just got posted over at Bugbear forum today - Mixed-surface tracks thread:


>>>Purple44
>>>Timo Palonen
***We're currently working on couple of tracks that feature both tarmac and gravel on the same circuit. These will be added along the way for sure.

We've got some prototype snow and mud tracks too, but they are way down the line in development at the moment. But maybe in the future... Who knows
You made me smile today, this first that I have read that Bugbear is working on snow tracks!!!!

If the snow tracks won't be ready for release, I can wait until expansion pack. The snow tracks would be a good selling point for an expansion pack.

Please, please Bugbear, release a snow map. The snow tracks were very popular in Flatout 1 and in the POLL: Favorite environment, the Winter forest is second at 50 votes.

I think I will start a new thread to talk about snow tracks, instead of getting off topic here.
Now that it been confirm that Bugbear is looking at snow tracks, I want to encourage Bugbear to continue developing a snow map with different track variations and hope others will post and ask Bugbear to give us snow tracks.

Want snow tracks? Let Bugbear know here.
 

Purple44

Member
Jan 3, 2010
104
0
76
NCG is now live on Steam to pre-order. http://store.steampowered.com/app/228380/

Update 2013-01-15


Janne Suur-Näkki >>>
To get the Steam Early Access going in style, we've already updated the build. It's only been a week or so after resuming work since the holidays so there's not *that* much that's been done yet, but we feel it's still definitely something that we want to get out of the door and into your hands.

Here are the most important changes:

- Implemented iterative engine component damage + related HUD visuals.
- Fixed damage direction deduction so that damage is allocated correctly.
- Fixed position counter so that the player cannot be further back than the last.
- Changed the position counter to always show the number of cars that started.
- Removed player kill areas from environments.
- Reduced arm-co friction and wooden fence mass.
- Implemented environment geometry fixes and polishing.
- Implemented lighting tweaks, and added lens flares.
- Implemented constant vertical FOV to support widescreen resolutions.
- Fixed user interface bugs and added general polish.
- Fixed a couple of minor audio issues.
- Improved general build stability.

In case the updating process doesn't start automatically, please log out of Steam and back in.
 

Purple44

Member
Jan 3, 2010
104
0
76
Here another example of Bugbear listening to those that have pre-order and are testing out the pre-alpha:

Horrible new damage indicator...

Tapio Vierros said:
Your comments are heard and the "FPS-style" indicator is currently disabled in our dev version. It was an attempt at better communicating the direction of hits, but now we're back to the drawing board. Thanks for the valuable feedback. This is one of the perks of Early Access: we get to run things by you and take a step back if things don't quite work out, so that everyone gets a better game.

CrashsTestsFr said:
Like the others members said, it could fit a FPS game, because when you're hit, your character direction isn't affected, there's nothing to tell you you've been hit.
Here in a racing game, every little contact has an effect on the car, we can immediately "feel" that contact, we don't need an indicator.
It's nice that you have disabled it =)

 

Dankk

Diamond Member
Jul 7, 2008
5,558
25
91
Good move. While I was playing the alpha, the damage direction indicator definitely irked me a little bit. I agree it doesn't belong in a racing game.
 

Purple44

Member
Jan 3, 2010
104
0
76
Just to let those that are thinking about pre-ordering Next Car Game and get the early access at Steam and have not taken the plunge, time is running out to get NCG at this price:

$25 ($30)plain NCG version

$35 ($45)Digital Deluxe Edition - That come with some extra and give Bugbear some extra support.

http://store.steampowered.com/app/228380/?snr=1_7_15__13

18 hours left before Bugbear raises the prices for NCG at Steam. Not sure if prices get raise at Bugbear site too?


http://nextcargame.com/pre-order/

WEEKEND SMASHER

Just the game, thanks!
$25 ($30)

FULL-TIME WRECKER

I want the whole experience, including an exclusive ride!
$35 ($45)

MASTER BLASTER

I want all the good stuff as well, plus to get my name in the game!
$50 ($60)

TEAM BUGBEAR MEMBER

I want to roll with the Bugbear guys and have all the extra goodies as well!
$70 ($80)

BUGBEAR
VEHICLE ARTIST

Limit of 20 !

I know how to design a cool clunker and want to join in as a guest artist!
$1000

Buy Now!

Finished game on PC

Digital download once available. Estimate: Early Spring 2014

EARLY ACCESS BUILD

Estimate: Late 2013

Playable Sneak Peek

Once we hit 10’000 pre-orders we’ll release a playable sneak peek.

Exclusive pre-order wallpapers

Available: NOW!

Exclusive "Backer" Racing Car

Only available during the pre-order campaign!

Next Car Game Soundtrack

Only available during the pre-order campaign!

Name in the game

Your name will be featured in-game in “classified ads”!

Exclusive "Team Bugbear" Car Paintjob

Only available during the pre-order campaign!

"Team Bugbear Vehicle Artist” community badge

You will have a special badge on the forum.

Design a car paintjob

Design a car paintjob with us. Submit a sketch or idea and we will create it in-game.

YOUR NAME LISTED IN THE GAME’S CREDITS

Under “Special Guest Vehicle Artist”
 

Purple44

Member
Jan 3, 2010
104
0
76
Here some new news about Next Car Game:

Next Car Game made over $1 million after one week in Early Access

Here the news release:

Next Car Game made over $1 million dollars in one week!


We're very proud to announce that the official Early Access launch of our titular demolition racing game, aptly titled Next Car Game, has been a huge success. The game was officially launched on Steam mid-January, and it instantly took the Steam Top Sellers chart by storm. In total, the game made over $1,000,000 during one week in sales through our own pre-order site and Steam.

This is an amazing success for a racing game, especially considering our tough road to the success. Along the way we pitched the game to numerous publishers in the hopes that the game would eventually get released. Unfortunately we receive the same response all over again – there were no market for a game like ours. Come on, who would want to race and crash with such old beaters? Well, we would! Because of that we didn't give up, but instead chose to seek crowd-funding on Kickstarter. However, we experienced another setback when our Kickstarter campaign didn't reach the goal we were aiming for.

However, we still believed in the game, and we decided to release a playable technology sneak peek. We were literally awe-struck by the great response the sneak peek received. The pre-order sales skyrocketed, and we reached and actually topped our original Kickstarter funding goal in just week! And most importantly: the success showed us that the players believed in the game.

The players will also be the ones to benefit the most from the success of the game. Thanks to our awesome fans, we finally have a chance to make the game we always intended and shape it into a definite demolition racing experience the players have been yearning for years. We already have some really great new stuff in the works, and if you have any ideas on what you'd like to see in the game, don't hesitate to visit our community forum and let us know!

Next Car Game is currently available on Steam and at nextcargame.com.

Visit nextcargame.com to download a free technology sneak peek!



Next Car Game's vehicular destruction in 11 GIFs
 

phreaqe

Golden Member
Mar 22, 2004
1,204
3
81
I am cautiously optimistic for this game. I LOVED flatout 1 and 2 so i bought the flatout 3 and it was terrible. It had lost all the feel of the previous games and was utter crap. i ended up playing it for like an hour and then uninstalled it.

Until its out in final form and the reviews are in i will not pay for it.
 

Truthslayer

Member
Dec 21, 2010
63
0
66
Considering that #3 was made by a different developer entirely while BugBear was making Ridge Racer: Unbounded, your concerns are not without merit. Blame Team6 entirely for that one.

On topic, I pre-ordered a while back and am loving what I've gotten so far. Patiently awaiting for the next content update!
 

Purple44

Member
Jan 3, 2010
104
0
76
Devs say new update coming soon. I'm thinking maybe today ( Friday ) or sometime next week.

Bugbear said there might be a new track.

http://community.bugbeargames.com/index.php/topic,2685.15.html

Ben Lind said:
There's definitely going to be some new stuff in the next update along with some forum suggestions implemented like freely changeable lap counter, AI amount and so on...maybe even something new to race on.
Can't say much else yet but you'll find out the rest soon enough. ;D
 

Purple44

Member
Jan 3, 2010
104
0
76
It look like Bugbear is now going to post a weekly report. Here the first one:

Weekly Report 7.2.2014



First of all, we’re sorry that we’ve been more or less flying under the radar since our first update in January. The response to our Early Access launch on Steam was tremendous, and to be honest we’ve had our hands full with answering all the feedback and figuring out a roadmap for the remainder of the development according to your feedback.

However, that’s not to say we’ve been just kicking our heels. The second update is incoming next week, and it will contain some great new content as well as significant gameplay improvements. The highlights include a completely new cinematic camera mode for taking great screenshots, highly customizable races with both lap and opponent count settings, rotating steering wheels, a plenty of new upgrade parts such as different types of differentials, another chase camera higher and further back, more precise gameplay damage, as well as a hefty amount of small but important improvements and tweaks. More about the details next week!

One thing that we know many of you are anxiously waiting for are new cars, and we’re happy to let you know that the update will see an addition of a typical 80s style American sedan. It has more weight to it than either of the cars that are now included while it’s perhaps not as maneuverable. We’re pretty confident that it will offer a great new race and derby experience. Naturally the car comes with a set of upgrade parts.

And that’s not all. A figure 8 style track is probably something that many players will consider as *the* derby track, so we thought we’d put one in! That’s right, the next update will contain a modified version of the derby arena with a figure 8 track built inside it. The space is pretty confined so speeds never get that high, but imagine the chaos and destruction with all 24 cars going after each other in such a small space!

Some teaser screenshots of the new car on the figure 8 track:





The discussion on our community forum at community.bugbeargames.com has been as lively as ever, with lengthy discussions going on regarding all aspects of the game. We’re also pleased to introduce two community moderators, Usmovers_02 and Majatek, that will be helping us run the forum. Both are long-time Next Car Game enthusiasts with a broad knowledge about the game. Be sure to say hello to them and join the discussion!

See you next week!
 

Barfo

Lifer
Jan 4, 2005
27,554
212
106
This game looks great but I'd rather play the finished version instead of doing alpha and beta testing.
 

Purple44

Member
Jan 3, 2010
104
0
76
Bugbear release build 3 today.

I did up a video on my first 3 tries on the figure 8 track with the new car.

NCG figure 8 video - first try

If got a good sound system, turn up the volume!

No triple t-bone yet!! Got few single T-bones and a few near misses.


 

Purple44

Member
Jan 3, 2010
104
0
76
A repost fom Bugbear's Weekly Report (Mar 08) thread:


A community screenshot by SensenM4nn.

Another busy week down! The development of the title is rolling on at a steady pace on many fronts. A majority of our coding team has been concentrating on developing our engine, while the level and art teams have been creating – you guessed it – new cars and tracks. We’re going to give you a teaser of those when we have a bit more to show, but this time we’re going to talk a bit about the forthcoming replay feature as well as a few common issues our community has encountered with the game.

Like said, the first iteration of our replay feature is now almost completed. Jani has been working on it for some weeks now, and he’s managed to pack in some pretty neat features. The way it works is that it will record the whole event, and afterwards you can simply let the replay roll and watch the whole barrage of twisted metal again in different camera perspectives or even in your custom one by using the free camera functionality. It will also feature time controls (slowing down and speeding up for those cool slow-motion shots), camera lock to target car (follow), target switching, pause and resume, as well as depth-of-field and field-of-view settings. In short, all the tools you might need to create your perfect cinematic video!

We also have some great news to those using multiple controllers to play the game, for example separate wheels and pedals. Currently the game only supports single controller at a time, and while that is of course not a problem if you use a wheel and pedals from the same set by plugging the pedals directly to the wheel, it makes it impossible plug both the wheel and the pedals directly to the system via an USB connection. Thanks to Tapio all that will change with the next update, after which the game will support multiple simultaneous controllers. The next update will contain quite a few other controller support improvements as well; complete details when the update is out.


A community screenshot by Conte Zero.

Speaking of controllers, quite a few of you have voiced your concern that the handling is currently too sluggish with a gamepad, taking away much of the fun. We’re glad to let you know that we agree with you, and we’ve been working this week to improve the situation. The reason why we introduced slower steering rate in the first place was to make the cars easier to control without any driving assists by preventing the player from making too drastic countersteering measures to combat fishtailing, but now in retrospect it does seem like we jumped the gun and made a too hasty decision on how to improve the situation. We’re of course still working on the handling (probably will be all the way until the end!), but we’re confident that we’ll be back on track with the next update, and we’re already really looking forward to hearing your feedback.

Oh, and before I forget: we’ve also received quite a lot of feedback that the AI controlled cars have too little mass in player vs. AI collisions, making it possible for the player to plow through scores of AI opponents without too much difficulty. We’ve heard you, and there’s an improvement coming for that too in the next build.

That covers the most important news, but we still have a little treat for the end. A talented YouTube user jaimswallace has produced an amazing cinematic trailer for Next Car Game, and what’s even more amazing is that he did it without the forthcoming replay feature! If you haven’t already done so, check out jaimswallace’s video at https://www.youtube.com/watch?v=188j9uV4LvU and don’t forget to subscribe for more explosive action!

Thanks to everyone for thoughtful feedback, we really appreciate it.

Janne Suur-Näkki, game designer

******************************************************************************

Be sure to checkout jaimswallace great video.
 

Purple44

Member
Jan 3, 2010
104
0
76
A new weekly report got posted today. Report got delayed last week because Bugbear Dev Ben was out with bronchitis.

Dev Update (Apr 4)

Here some pics from post:

The smaller derby stadium (check out our new driver!)



New 3D spectator pic.





Because a lot of the Bugbear Devs were sick last week or 2, Build #4 been delayed until next week.

Janne Suur-Näkki said:
Sorry to keep your folks waiting, we know that you're all anxious to get your hands on the new build. We were really hopeful that we'd get to roll out the update this week but since we still have quite a few loose ends I'm afraid we won' t be able to get it out until sometime next week. The update will not be 'major' in the sense that there would be a lot of new content, instead it will mostly contain improvements and bug fixes on what we already have (that said, improved handling is in!), with the more significant changes being rolled out at a later date. I know quite a few of you are looking forward to improved damage system, more complete car upgrading and proper scoring among other exciting features, but they take quite a bit of time to implement right and for the most part they cannot be implemented in small steps at a time in order to make sure that the build remains functional and playable. Needless to say, we are working on the above mentioned features among other stuff, and they will be implemented in the public build as soon as we're satisfied that everything's working like we want.
 

Purple44

Member
Jan 3, 2010
104
0
76
Bugbear release new Build #4 yesterday and posted a new update:

Update #3 2014-04-17

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:




Was surprise to learn this about the new sandpit track:

Ben >>>
Adenru >>>
Going uphil in sandpit I couldn't but noticed I raced there yesterday... In FlatOut 1. The beginning also reminds me of prototype.
Track feels exactly like FlatOut should be.

A lot of people really liked the prototype track and since it wasn't in Flatout we were free to use it. So it actually is the prototype track but enhanced for our newer engine. We'll be improving on it still and it's only a work in progress at this point.
Bugbear goes "retro flat-out" - prototype track

******************************************

Here some pics I took with the replay feature:







Here a pic of what a more advance GUI will look like for NCG replay feature ( the pic is long so I posted a link instead ):

http://i.imgur.com/r446TAl.jpg


If you have not pre-ordered Next Car Game yet and news about Build #4 has got you interested, Bugbear got an Easter Holiday Steam sale going on right now ( 33% off ):

http://store.steampowered.com/app/228380/

Or you still can pre-order NCG at Bugbear site and give them some extra support:

http://nextcargame.com/pre-order/
 

Purple44

Member
Jan 3, 2010
104
0
76
New post from Bugbear Dev:

Got Multiplayer?

Janne Suur-Näkki >>>
We're developing the multiplayer component as we speak, but since there are still quite a lot of loose ends I'm afraid we can't give a definite release window just yet. It's more or less the case of 'when it's done', i.e. when we're happy with the features and feel that it's robust enough for you folks to test. But sure enough, it's coming.

Like Purple remembered, we were indeed doing some multiplayer testing last year, but that was with our previous technology that we decided to scrap altogether as it turned out to be too unreliable and write a new, shiny one just to prevent the connectivity issues mentioned in this thread. Like said, multiplayer is one of the most important features of the game, if not the most important, and we really want to get it right.
Would this new code mean more than 12 players online??

Here another pic from the The all-awesome screenshot thread:


Link to full size image - http://cloud-4.steampowered.com/ugc/577894330782451703/F661D204D74D4726ADB971124D5ADC72C0980D05/

Another thread worth checking out is NCG Video Thread [Youtube] with new videos being done with the new replay feature in Build #4.
 

Purple44

Member
Jan 3, 2010
104
0
76
Is this game actually out yet, like for real?

We are on Build #4. There 3 cars, 4 tracks and 3 derby pits and latest Build has replay feature.

You have read through this thread? There a few posts about Next Car Game, with pics and videos.

Now if your looking for the final release version, I'm guessing\ hoping it get release by Christmas this year.
 

Purple44

Member
Jan 3, 2010
104
0
76
Bugbear got to test out a new Fanatec wheel. Bugbear has a nice setup to test new wheel with Next Car Game. Give Bugbear new post a read and be sure to checkout the video.

Our Driving Force

Also Bugbear is in the process of overhauling the ROMU engine for NCG:

Slow News Month
 

Purple44

Member
Jan 3, 2010
104
0
76
Here some multiplayer news:

http://community.bugbeargames.com/index.php/topic,836.msg44669.html#msg44669

Purple44 >>>
Good news, Bugbear been using LAN with NCG.

Slow News Month

Ben Lind >>>
As I said most of it is behind the scenes stuff and nothing major contentwise. We've had to fix a lot of stuff that got broken both in code and on the art side as well. A couple things that might be interesting though...

The visual deformation should now affect the mechanical damage and therefore match a lot better. The mechanical damage is calculated by how much the geometry moves instead of being separate.

We've done some successful LAN tests and it's a lot of fun but not entirely there yet as there are still a few bugs to iron out. Not sure if it'll make this update yet so don't hate me if it doesn't.
Saw Ben mention LAN over at the Steam forum this morning, so I had to reply.

How about another update?

Purple44 >>>

Ben Lind >>>
We've also been doing some successful LAN testing here and there's still a few bugs to fix but it looks pretty promising at the moment. Hopefully that will make it into the next update as well but I can't say for sure yet.
LAN, did I read LAN!! that good news. That will make a lot of Flatout fans happy that still do LAN partys.

And if there a working LAN mode, will we be able to use Tunngle to take NCG online???? Like we did with Flatout 1 and 2. If so, then that would take some pressure off Bugbear on getting multiplayer ready to test. We could do some testing through Tunngle.
Ben Lind >>>
I don't have any specifics yet but currently you can host via the game menu and others in the same network can search for your game and connect to you. We'll know more a bit later.
 

Purple44

Member
Jan 3, 2010
104
0
76
I bought me a second copy of NCG today.

I'm ready to test new LAN mode.

Purple44 >>>
If you have not heard yet, LAN mode been confirm to be in new Build #5 being release this week.

http://steamcommunity.com/app/228380/discussions/0/522730075449988281/#c522730699412319187

jannesBB >>>
We have been working very hard to bring you the next update. Reworking the engine has taken somewhat longer than we anticipated, and we apologize for the delay. However, we didn't want to release something broken, but instead chose to use a little bit of time to work out the remaining issues. In the end it will mean that you will get a better game, so we're very hopeful that you too will agree that it will have been worth the wait.

Unless something really unexpected comes up next week, LAN functionality will be included in the next patch. It's a feature that's we very much wanted to include in the game as a thank-you for the tremendous support we have received since LAN is something that a lot of you have been asking. And even if you don't care about LAN multiplayer, not to worry, there's a lot of other cool stuff in the works!

More about the update next week.
So it hit me, I should take advantage of today Steam sale and pickup a second copy of NCG for $18 for my second computer. Now I can test LAN mode between my newest gaming computer and my last gaming computer that has my other Steam account from when I bought Half Life 2.

So, I'm ready to test new LAN mode.

Also I will be looking into seeing if we can use Tunngle to host NCG online, like we did with Flatout 1 and 2.

You guys ready for some 12 player derbys online? Ready for some rough and tumble racing on the Sandpit track online?
 
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