Wreckfest / Wreckfest 2 [Early Access]
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Badrien




Posts: 2118
Location: Netherlands
PostPosted: Fri, 24th Jun 2016 16:26    Post subject:
MannyK wrote:
WTF

Health bars?


Stige wrote:
Health bars


This x10

For a game that got us to buy it based on the (excellent at the time) damage physics in the tech demo, this seems like a really wierd step... I want to crash into something and have the damage make sense, not have some arbitrary numbers subtracted from some other arbitrary number to have a semblence of a ' balanced ' system..
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ixigia
[Moderator] Consigliere



Posts: 65100
Location: Italy
PostPosted: Fri, 24th Jun 2016 21:33    Post subject:
Badrien wrote:
MannyK wrote:
WTF

Health bars?


Stige wrote:
Health bars


This x10

For a game that got us to buy it based on the (excellent at the time) damage physics in the tech demo, this seems like a really wierd step... I want to crash into something and have the damage make sense, not have some arbitrary numbers subtracted from some other arbitrary number to have a semblence of a ' balanced ' system..

Okay
And to think that the meaty driving and unpredictable BeamG-ish physics were the game's selling point..

Another couple of updates and this will turn into a Need for Gravel moba with floating numbers and aestethic-only damage. Laughing
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The_Zeel




Posts: 14922

PostPosted: Fri, 24th Jun 2016 22:13    Post subject:
and I thought this would be a new Destruction Derby Sad
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sTo0z
[Moderator] Babysitter



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Location: USA
PostPosted: Fri, 24th Jun 2016 22:26    Post subject:
The_Zeel wrote:
and I thought this would be a new Destruction Derby Sad


I mean, come on now, I doubt that Destruction Derby was doing anything fancy. It was probably some kind of hidden health bar system.


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Janz




Posts: 14001

PostPosted: Fri, 24th Jun 2016 22:48    Post subject:
hidden? it showed your damaged on every side of the car too Wink
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Shocktrooper




Posts: 4585

PostPosted: Fri, 24th Jun 2016 23:00    Post subject:
I borrowed both Destruction Derby games for PSX but never liked them.
Felony 11-79 was one of my first PSX games and it just had a much better visual damage model.
Must have spent dozens of hours unlocking the various cards and wrecking them in most imaginative ways possible.
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JBeckman
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Posts: 35044
Location: Sweden
PostPosted: Fri, 29th Jul 2016 13:56    Post subject:
http://steamcommunity.com/games/228380/announcements/detail/798645994358261071

Quote:

Here we go – the latest update for Wreckfest is out!

As always the update contains a host of important fixes and improvements based on the feedback we're received, but without any doubt the highlights of this update are the new Mixed 3 track as well as badass folk-racing inspired version of the European 3 car, as pictured in the title image. Being a low-tier beater version of European 3 car, this new car offers you a first glimpse of how the career of the game will work, with players starting from the bottom and working their way up to better events with better cars.

Other than that we've made an effort to improve the new health system so it should make more sense and support the type of gameplay we want to encourage. We've also improved all cars by tweaking the suspension setups, fixing some of the aerodynamic properties, improving gear shift logic as well as tuning the driving assists, and as a result the actual business of racing should feel better no matter what your skill level. And finally, modders now have an ability to finetune AI routes as well as view trackside cameras.

Please find full details below:

Added a new work-in-progress track, Mixed 3.
Added a folk-racing variant of European 3.
It now requires heavy hits to cause any damage to the chassis in case the body panels are almost or fully intact.
Low to moderate jumps no longer cause damage to the chassis health on landing unless chassis is in critical condition.
Health bars now display correct reading also in replays.
Improved car cameras and related effects.
Improved shifting logic for automatic gearbox.
It's now possible to skip gears when downshifting (i.e. shift directly from 3rd to 1st, for example).
Improved Stability and Traction Control assists to make them more useable.
Exposed developer track data and trackside camera visualization, racing line adjust tool, and free camera for modded tracks.
Use the tilde key ~ (the key below ESC that resembles a squiggly worm) to access the developer menu and F11 to enable free camera.
Added an ability to set effects to panel release and unlocking (not used for official cars just yet).
Fixed buggy checkpoints on Speedway 1 and Tarmac 2.
Improved AI routes on a number of tracks.
Fixed rough geometry in the Sandpit 3 intersection causing cars to flip.
Added more grass to Sandpit 3.

As always, thanks for your continued support! Any feedback you have, we'd love to hear it.

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escalibur




Posts: 12167

PostPosted: Fri, 29th Jul 2016 14:03    Post subject:
Early Access progress? What Early Access? Very Happy


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prudislav
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PostPosted: Fri, 29th Jul 2016 14:03    Post subject:
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dodger2020




Posts: 3537

PostPosted: Fri, 29th Jul 2016 15:35    Post subject:
Quote:
so it should make more sense and support the type of gameplay we want to encourage.


fuck that. Make a game and let people play how they want to. Should have left it like it was. I've got no desire to play this anymore.
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slal




Posts: 819

PostPosted: Fri, 29th Jul 2016 21:59    Post subject:
So what's happening with this game? Still in early access wtf? Laughing

ps. Had so much fun with flatout games Crying or Very sad
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prudislav
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PostPosted: Fri, 26th Aug 2016 20:36    Post subject:
Seems like they are aiming for full release in Early 2017 according to http://www.wreckfestgame.com/wreckfest/
Quote:
Status Update

Dear Wreckers, it’s been a while since our last update, and while we’re still working on the next one we thought it would be a perfect time to look at the current status of the game and give you guys some idea on what we have in store for you. As you have no doubt noticed the development speed has picked up considerably this year and we’ve now reached the point at which we will start addressing features that are still missing or otherwise lacking in quality. In other words, it’s time to put in all the stuff that will make Wreckfest a complete game!

TRACKS
    We already have a pretty nice amount of tracks in the game, and with a couple of new ones in the pipeline the next major step is to bring what we already have to final level of polish. Mostly this means adding proper starting and pitting areas, crowds, a wider variety of props and other racing related set dressings, in other words all those details that will make the tracks seem like authentic racing environments. We’ve also been getting some feedback that the tracks are currently somewhat dull and don’t offer nearly enough opportunities for crashes. We hear you, and we’re going to add more props to enable that kind of gameplay, we just have to be super careful since we don’t want the environments look like you’d be racing in a fantasy world. Oh and by the way, we’re also looking to improve the visual quality of the environments even further and to that end we’ve already done some test with using photogrammetry-sourced assets. Boy, do they look great!

CARS
    Yes, new cars! Everyone loves new cars, and we’re going to deliver. In addition to completely new cars we’re also expanding the vehicle pool by adding race-ready folk-racing versions of the existing cars that will look more rugged, offer better performance and generally just be badass. The new versions are not replacing the old ones; instead the idea is that the player will start with a cheap version of the car and obtain gradually better ones during the single-player career. We’re also working to improve the visual details of the cars such as rust decals to make them look realistic. Speaking of cars, handling is also something that we’re constantly evaluating but before making any drastic changes we need to be sure they are for the good of the game and something the majority of you folks would like. This is also something that you can help us by giving us feedback!

CAREER
    We just mentioned career, didn’t we? A proper career is something that many of you have been looking forward to, and it’s not really surprising to us since for many players a proper career that will see you starting from the bottom and working your way up is the meat of the game. This considered we’re happy to let you know that we’re indeed working on one, and it will mostly follow the traditional format where you play through variety of cups, earning money and experience and gaining access to gradually higher level events and better cars. Our goal is to make the career a meaningful experience without too much micro-management that will hamper the core gameplay, meaning that we will be also reconsidering some of the features that are already implemented such as part repairing and crew management. If something doesn’t make sense to us or fit the bill it will be cut or reworked, so now is a perfect time to voice your opinion – what do you like and what not? What would you like to see?

USER INTERFACE

    You’re probably already used to the temporary user interface that we’ve had right from the beginning, right? It’s something we put together very quickly and it has served its purpose but we’re actually now working on replacing it. The new one will be more modern, streamlined, and offer considerably better usability. We’re looking forward to share some screenshots of the actual interface with you soon but to give you some idea of the new style here’s a HUD concept (not final, mind you):


That pretty much covers it for now. We know that many of you would like to ask about a specific feature and yes, nothing is final yet and we will keep on improving all aspects of the game based on the feedback we receive. As you can see there’s still work to be done but most of the legwork is now done so it’s more or less a question of actually improving what we have and putting in what will eventually make Wreckfest a proper game. We’re humbled by the fact that you’ve been sticking with us for this ride and we’re very grateful for your on-going support. We’re sure you’ll love it when you will be able to finally see the game taking its final shape in front of your eyes! Most of us are on holiday right now, but we’ll back in full force within a couple of weeks!

http://www.wreckfestgame.com/wreckfest-status-update/
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slal




Posts: 819

PostPosted: Fri, 26th Aug 2016 22:38    Post subject:
They're on holidays now?! Laughing
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ixigia
[Moderator] Consigliere



Posts: 65100
Location: Italy
PostPosted: Fri, 26th Aug 2016 23:16    Post subject:
The development cycle of this game is fascinating, going back and forth, sudden radio silence, the gimping of physics for no reason, the great lighting engine changed with a worse one and so on. I still hope the final result (if there will be a final result Laughing Razz) will be a somewhat decent one, but what do we know. At least the single-player career is good news, unless they backpedal again..and poof!
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escalibur




Posts: 12167

PostPosted: Sat, 27th Aug 2016 01:20    Post subject:
Collecting everyone's pre-order money before shutting the studio once and for all. Devil Troll


Ryzen 9800X3D CO Per Core ~-28 | Freezer III 360 A-RGB & 3x Phanteks T30 | Strix X670E-F WiFi | MSI GeForce RTX 5090 Ventus OC | Fury Beast 64GB (2x 32GB) DDR5 5600MHz C40 @ 6000MHz C28 | FURY Renegade G5 4TB PCIe 5.0 | 38GN950-B | S.M.S.L RAW-MDA1 & HiFiMAN Arya Organic | Lancool III Snow White + 4x be quiet! Silent Wings Pro 4 140mm | RM1000x (2021) Gold | G Pro X SUPERLIGHT 2 & POWERPLAY | Win 11 Pro | Logitech MX MECHANICAL

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prudislav
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PostPosted: Sat, 27th Aug 2016 07:55    Post subject:
well they even announce console versions and separate sandboxy game/editor born out of Technical Test aka Stuntfest http://www.nfohump.com/forum/viewtopic.php?p=2953150#2953150


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http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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Firepants836




Posts: 105

PostPosted: Sat, 27th Aug 2016 08:03    Post subject:
prudislav wrote:
well they even announce console versions and separate sandboxy game/editor born out of Technical Test aka Stuntfest http://www.nfohump.com/forum/viewtopic.php?p=2953150#2953150

Well they downgraded the graphics a while ago so the writing was on the wall.
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JBeckman
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PostPosted: Fri, 14th Oct 2016 17:56    Post subject:
http://steamcommunity.com/games/228380/announcements/detail/805408383312444489

Quote:

Dear Wreckers, the latest update for Wreckfest is out. New content is something that's always high on anyone's wishlist, and we're happy to let you know that this update contains a rough and ready banger racing inspired variant of American 4 (pictured above), guaranteed to strike fear in anyone racing ahead of you. The update also introduces a completely new mixed-surface racing track Mixed 4 as well as adds a second route to Mixed 3.

Something that you will also instantly notice when trying out some of the older tracks like Mixed 1 is that there are now spectators around tracksides. We think they spice up the environment nicely and give the tracks a way more authentic edge. Mind you, what you're seeing is just the first iteration, and in future we'll be adding more spectators, improving their placement and of course decorating all of our tracks with them.

CHANGELOG:

Added a new work-in-progress track, Mixed 4.
Added Route 2 and Route 2 Reverse for Mixed 3.
Added a banger racing variant of American 4.
Added new spectators to a few selected tracks.
Tweaked keyboard controller (set Speed Sensitivity to ~85).
Improved visual damage.

Thanks for your support!

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JBeckman
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Posts: 35044
Location: Sweden
PostPosted: Fri, 24th Feb 2017 15:31    Post subject:
http://steamcommunity.com/games/228380/announcements/detail/484538729662873187

Quote:

Dear Wreckers, the latest update is upon us!

Remember: if handling feels odd, please first reset controller settings to default.

CONTENT:

Added a new banger variant of European 1 hot hatch.
Improved the model of the European 1 race variant.
Redesigned the livery style we're going with, and the results can be seen on the reworked European 1 skins.
Added a new Mixed 5 track with two routes + a special free route in which the player can choose which route to take. Naturally both routes count towards laps, with the first one being longer but faster and the second one shorter but slower. Note that for now the replay cameras can somewhat glitchy on the free route variant.
Started reworking Sandpit1 (heavy wip for now).

ART:

Improved track art on Racing 2, implemented new curbs, added more race track decorations and various props.
Improved track art on Gravel 1, made the track narrower in places, added more details and props.


DESIGN/PHYSICS:

Updated the suspension setups of all vehicles for a more realistic portrayal of rear-wheel drive cars so that cars are significantly more balanced when cornering. Now it's also easier to break the rear free without the car going into the understeer mode like previously. The bahaviour of the cars is also visually more convincing now.
Improved the chase camera(s) to give a better impression of sliding and going over bumps.
Improved engine torque mappings for a better response so it's easier to modulate throttle when sliding.
Implemented the new tire model for the rest of the vehicles (AM2 II used it already). Alternate tires have been deprecated.
Improved gearbox ratios for all vehicles to better suit the tracks and the kind of racing in our game.
Reduced the handbrake power of European 2 and European 2 (II) since it was too snappy, causing the car to spin instantly.
As a result of the above changes the handling of the most cars will feel significantly different - We think this handling model suits the game better and makes it more fun, but of course we'd love to hear what you think!


TECHNICAL:

Vehicles no longer clip in collisions or sink into the terrain mesh when on their roof.
Landing glitch (bouncing upon landing) is now almost completely eliminated without kludgey workarounds. Very heavy landings will still cause a bit of damage but it's something we will try to eliminate in future.
In multiplayer, starting grid is now sorted in reverse order based on leaderboard times. What this means is that the better your global time on the track's leaderboard is the further back the grid you have to start. The green OK text next to the player name means that the time has been fetched successfully.
AI cars no longer stop at their tracks at start when someone in front hits the brakes.
AI cars now slow down due to colliding with a car in front even when the car in front is being lapped or driving outside the track.
Brake, Throttle and Steering Saturation settings now work correctly. In case the brakes or the throttle seems too snappy now, try increasing saturation slightly but be aware that too much saturation causes the input to never reach close enough to 100%. Likewise, if you prefer even snappier response try reducing saturation.
Gamepad/keyboard controller steering limiter now has more evolved logic into it, making it easier to turn the wheels just enough but not too much while cornering. Speed Sensitivity default is still the same as before (75%) but if you prefer a more precise control over the car something like 60-65% will work wonders.
Fixed checkpoint issues on various tracks.
Removed the animated blimp since it was buggy and causing instability.

As always, thanks for your continuous support!
//AKA "Would anyone please buy our game?"
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dodger2020




Posts: 3537

PostPosted: Fri, 24th Feb 2017 16:25    Post subject:
Did they get rid of the healthbars? I still think they should have just taken their techdemo (now called stuntfest?) and made a racing game out of it.
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deelix
PDIP Member



Posts: 32062
Location: Norway
PostPosted: Fri, 24th Feb 2017 16:28    Post subject:
dodger2020 wrote:
Did they get rid of the healthbars? I still think they should have just taken their techdemo (now called stuntfest?) and made a racing game out of it.
Agree, I had tons of fun with the tech demo. The main game is dull and boring, id rather play one of the old flatout games.
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Mon, 12th Jun 2017 19:33    Post subject:
THQ Nordic will help Bugbear Entertainment finish Wreckfest in 2017
Quote:
THQ Nordic has announced that it will be partnering with Bugbear Entertainment in order to finish Wreckfest. Wreckfest is a new demolition derby themed racing game with soft-body damage modeling, sophisticated driving dynamics and in-depth vehicle upgrading, that has been available on Steam Early Access for a while.

Wreckfest is going to receive a number of updates in the following months, including these features:

- The career mode: By achieving victories, players can get access to more and better cars and upgrade them with various parts
- Car customization: A complex system, allowing the players to fully customize their cars for their individual needs, like more armor to withstand the competitors or more powerful engines
- More cars, more tracks: THQ Nordic and Bugbear Entertainment will make sure a constant flow of additional content will be added on a regular basis for the remaining months of the Early Access program
- New multiplayer server: To guarantee an outstanding racing and wrecking experience, an Official Wreckfest Server will be opened

http://www.dsogaming.com/news/thq-nordic-will-help-bugbear-entertainment-finish-wreckfest-in-2017/



Maybe then it will leave Early Access.


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Lathieza




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Location: NL
PostPosted: Tue, 13th Jun 2017 00:28    Post subject:
This whole game is a wreckfest


Empty again Sad
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prudislav
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PostPosted: Wed, 14th Jun 2017 09:06    Post subject:
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Breezer_




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PostPosted: Wed, 14th Jun 2017 09:46    Post subject:
Damage model still seems to be damn impressive, but whats with the "winter 2017/2018" Laughing?
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JBeckman
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PostPosted: Tue, 27th Jun 2017 17:22    Post subject:
The first update since the announced THQ partnership is out.
https://steamcommunity.com/games/228380/announcements/detail/1336855736871415296

Quote:

Dear Wreckers,

The next major update for Wreckfest is out! Please check below for the full changelist:

CONTENT:

Added a new track designed for rough racing and epic crashes: Crash Canyon - fans of our earlier games will surely recognize the inspiration.
Added a new work-in-progress track, Mixed 7.
Replaced the garage with a new, more spacious garage, still work-in-progress though.
Implemented vehicle visual customization with parts such as wheels, bumpers, grilles and many more. Please note that for now visual parts do not have a gameplay effect, but in future, parts will affect the weight of the car and increase or decrease the strength of the car as well as the damage it causes to the opposing party in collisions. For now, parts are only available for American 5 and to some extent, American 3, but all cars will eventually receive them. If you have any suggestions for parts you'd like to be added please let us know!
Added more performance parts: engines, pistons, valves, camshafts and so on, to allow for more in-depth performance upgrading in the upcoming career. Note that engines are basically per class now, however, installing the best available parts will allow the engine jump to the beginning of the next class. In case the car has a separate banger variant, not all engines are available for all variants.
Improved American 3, European 2, European 3 (II), Asian 1 models and gave them a demolition racer makeover.
Added new skins for many vehicles and removed some older ones.


ART:

Replaced the user interface with a completely new, more modern one that's actually usable with a gamepad as well. Please note that the new user interface is still heavy being worked on, and for example animations are missing, the art is not final and there are temporary placeholders screens that will be replaced completely. Feedback is still very much appreciated already.
Replaced the old broken Sandpit 1 with a new, completely overhauled version.
Overhauled Tarmac 1 to open up the environment, add proper runoff areas and generally make it look more like a real race track.
Improved the environment art of Tarmac 3.
Speedway 1 Figure 8 layout now has ramps in the inner areas to allow for getting back on track even when reset is disabled by the host.
Improved low frequency ambient occlusion.
Added animated track officials.
Updated tire effects.
Updated weathers.


DESIGN/PHYSICS:

Increased the performance range of the cars and adjusted the class cutoff points. For now, the classes and class ranges are as follows:
Class C = < PP180
Class B = PP180 - PP260
Class A = PP260 >
Removed part wear and repair mechanic.
Removed crew mechanic.
Improved AI vehicle setups so that they make a better use of brakes now, making AI more challenging.
Crash landings (where the car would be rocketed in the air when touching ground after a jump) no longer occur.
Adjusted gearboxes and improved shifting logic to allow for more natural automatic shifting.
Improved stability control assist.
Improved force feedback for steering wheels.
In Elimination Race, maximum elimination interval is now 120 seconds.
It's now possible to select assists in the pre-race screen without going back to the garage.


TECHNICAL:

Optimized tire physics, reducing CPU load.
Improved acceleration estimation in the garage front-end.
Ragdoll now works properly.
Added clutter fade for grass.


KNOWN ISSUES:

Clutter shadows are not working.
Leaderboards are disabled for now.
The backfire effect of the exhaust remains in the original location even when the exhaust is changed.
Location and track preview images are placeholders and descriptions are mostly missing.
AI sometimes rams other cars right after the green light when trying to navigate to the proper racing line.
In extremely rough landings (like after a crash) one or more wheels of the car may clip below the ground.


NOTES FOR CONTENT CREATORS:

Some basic vehicle model visualization is now available for custom vehicles in the developer menu (opened by using the tilde key).
Custom tracks using textures from our official tracks will have textures missing due to asset restructuring.
To make a custom track compatible with the dedicated server it will need to have the new event db files created (check the updated example track)
Custom vehicles will need to have new tire files as well dummy parts for the new performance and visual parts assigned (check the updated example car).
For more information about updating custom content please check out this guide on our community forum:



Seems like they're slowly putting the game in order or how to say although these two changes seem like they would simplify the gameplay a little bit too.

Quote:

Removed part wear and repair mechanic.
Removed crew mechanic.

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Janz




Posts: 14001

PostPosted: Tue, 27th Jun 2017 17:37    Post subject:
7,3gb... they revamped everything huh? Very Happy
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prudislav
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PostPosted: Fri, 24th Nov 2017 12:14    Post subject:
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VGAdeadcafe




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PostPosted: Sat, 25th Nov 2017 11:13    Post subject:
I downloaded some torrent of this and it just had 1 car and only Derby mode?

Or am I missing something?
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prudislav
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PostPosted: Sat, 25th Nov 2017 12:29    Post subject:
you probably got some ancient version


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