As the holidays draw near, we thought it would be fun to show a glimpse of what Team Bugbear is working on. Well, part of it anyway – there are a lot of smaller items that we’re addressing while working on the bigger things, of course, but let’s go over the larger plans and discuss the details when the next build is ready
While you read on (and nod your head in a cool but asserting way that’s signaling that you dig what we’re doing), the main thing to keep in mind is that ALL OF THIS IS SUBJECT TO CHANGE.
We may encounter technical difficulties, run into bugs, discover imminent disasters just waiting to happen and so on, that push the release of these features back a bit. They’re still coming, but we can’t be 100% sure that all of these will make it to the next build, or even that the next build will indeed be ready for holidays. That being said, we’re working hard on it, and doing our best to accomplish all listed here.
First up, the function that’s probably been the Top 1 Desired Thing for many: the option to disable the Reset function. That’s right – set up a server, click on that toggle, and nobody on your server can use the Reset for any reason whatsoever. It’s not the perfect solution, as you can e.g. get fly off the road and land behind a wall, or get completely stuck on a ditch, but we’ll figure out a more elegant execution later on. The main thing is that finally you can eliminate reset griefers from your server.
Next, server filters. We plan to add several filters to the mix, so that players can freely seek certain tracks, game modes, car classes or ping rates. Your basic stuff, really, but all of it something that is certainly necessary for a decent multiplayer experience. What the final version of the filter list will be is different than the work-in-progress mockup screen below, but we’re sure you’ll get the gist of it
The servers will also be able to write up a custom greetings message for all joining players, so you’ll have nice, convenient way of laying down the rules anyone logging on to your server must obey, lest they face your wrath.
One of the new major functions is the ability to switch cars and tracks in the lobby. No more quitting the race so that you can choose a different car! No more logging off so you, as a host, can change the track. All of this can be done from lobby, and it should be an easy thing to pull off while the timer counts for the next race to start.
In addition to these, we’re busy developing the new tire physics for the engine. This will change a lot of things in the game, so we want to be happy with the results before we give it the green light. This, of all the features mentioned above, is most likely to be pushed back, but them’s the breaks – it’s being worked on, it’s going to be so cool, but it may not happen just yet
That’s it for now, folks! We’ll keep you appraised if and when there’ll be changes to the program. Next week we’ll talk about what the track team is working on and show you some environmental improvements as well, so do stay tuned, and come talk with us on our forums! We’re always happy to hear what you have to say
Be safe, and smile to a stranger today,
Time for a small update on what we’re working on.
Well, the first and foremost of future additions is reworked tire physics. It’s no small thing, for the tire physics affect every single thing in the gameplay – the way your car handles is tied to the tires, the crashes, slides, swerves,… Everything. Because it’s that big a deal to the overall experience, the tire physics need extra special attention, which is why this will take more than a few weeks to complete. Way more. There’s no time frame when we expect the job to be done, but we’ll get there
We’ve also sent away teams to scout real life locations for dirt track inspirations. Here’s a few pictures of the views and vistas we’ll be drawing from when designing and honing the tracks.
We’re also busy redesigning the menus while keeping an eye on what features we’ll have in the final product. We’re weighing carefully what kind of menu solution has the best flow from launching the game to launching a race while giving the players the easiest access to e.g. the Garage and social features, such as currently playing friends.
We are also working on several other things, obviously, but we’ll get back to them later on.
Enjoy the late autumn, folks! Stay happy, stay safe
Hey all y’all!
So… What’s up?
Well, first of all, Wreckfest enjoys Multiplayer Mayhem Week sale on Steam and tags our game with a -30% discount! If you love the madness and chaos that Wreckfest is all about, we wouldn’t mind at all if you recommend it to your friends, for as we all know, nothing beats ramming your buddies off the road and throwing your head back in villainous laughter. Multiplayer Mayhem Week lasts until Sunday 2.11. so there’s still a few days before this window for brighter tomorrow, this golden opportunity expires.
Speaking of multiplayer, we managed to get the network code much more stable, resulting in less lag. As a very welcome side effect, this improves the responsiveness of your car, making it easier to handle those tight corners and swift swerves.
But that’s not all, oh no. Since the network code is now much robust, we are reintroducing 24-car multiplayer! That’s right, folks! 24 simultaneous cars, duking it out, no moves barred!
To be honest, we’re really happy of how Wreckfest’s multiplayer is shaping up! The multiplayer races, packed with tight and dirty situations and crashing cars, are really fun, and the work we’ve put into making the crashes more visceral really shows and feels. You can also host your own events with much better stability, and e.g. use the reworked lobby chat to lay down the rules to your opponents. We also added a ban function, so you can not only kick unruly players out, you can keep ‘em out!
However, there are some issues still present, and much more work needs to be done before we are satisfied. That’s why we have released several hotfixes during the past few weeks, addressing issues and squashing bugs like nobody’s business.
The second big thing is that Wreckfest also appears on PAX Australia 2014! The beloved gaming convention houses a wicked big bunch of top notch PCs running all sorts of games, and Wreckfest is one of them. So, if you make it to PAX Aus 2014, make it your mission to challenge a few strangers to try Wreckfest out. Laughs will be certainly had, and hopefully you’ll make a few new friends and rivals for future races.
That’s it for now! Drive safe, and take your road rage online, ok?
Hey all y’all!
During the past few weeks ago we have released a handful of hotfixes, addressing issues and squashing bugs like nobody’s business. As a result, the 18-car multiplayer races, packed with tight and dirty situations and crashing cars, run smoother than ever! You can host your own events with much better stability, and use the reworked lobby chat to lay down the rules to your opponents.
If you love the madness and mayhem our game is all about, we wouldn’t mind at all should you recommend Wreckfest to your friends, for as we all know, nothing beats ramming your buddies off the road and throwing your head back in villainous laughter. And there’s no better time than now, for Wreckfest is on Multiplayer Mayhem sale on Steam !
See you on the road, and watch your six!
The build has been updated with the following changes:
* Fixed several rare crashes.
* The popup for wrong password is now correctly displayed.
* Quick look-back camera now works with separate wheel/pedals setup.
* Speedway loading screen image is now displayed correctly in multiplayer.
As always, all feedback is very welcome!
The hot fix battery keeps on hammering! We have just updated the game with a yet another hot fix that should address the issue with the game often freezing in the loading screen when trying to join a server. A couple of other minor issues have been fixed as well.
* The game no longer freezes into the loading screen when joining a server.
* Cinematic camera is no longer always targeted to the host in multiplayer.
* It’s no longer possible to drive around in lobby.