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CLR-GTR

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Everything posted by CLR-GTR

  1. Ye they said it was primarily just a design study, ofcourse some elements might make it into production but I think the board will be too boring and sensible to say like ''let's build 100 of these at 2,5 million each''. 6 meters of EDIT: Keep it a secret? Eduard Khil's on the line... Anyway, enjoy the Mercedes-Maybach Vision Efijy. :D
  2. Was a nice game lol, nice graphics for its time, cars that were widely shown pre-release but never made it into the game (because they did too little effort to differentiate the cars from real life ones), but it was quite an interesting fun game.
  3. A new pic of the upcoming Vision Mercedes Maybach 6, does indeed look like a Merc Maybach version of the Merc AMG Vision Gran Turismo:
  4. Having uploaded some more pictures since my last comment, these are my experiences: - I would definitely look into allowing multiple image upload at a time, like 5 or so. The 60 second thing can stay, but then make it 60 seconds before you are allowed to upload the next 5. - Above also ties in with the manual approval thing. I've noticed a couple of times that while uploading several pictures, a person with rights to approve them had only approved one, because obviously they're not hovering over the Approve buton 24/7. Because of the manual approval though, I might have intended to post 4 pictures on the forum, but I either can only post one (which feels incomplete) or I have to keep the tab page and the post open very long until all pictures are approved. Ofcourse this won't help for posts that involve 30 pictures, but I would personally think 5 pictures at once is good enough to post, then wait before you can show the next 5. Ofcourse this is just my humble requests, you'd have to see when you want an evaluation moment and see how well everything works and what impacts it has. :)
  5. There's always a possibility, but I'm not counting on it. The AMG GT now has its own version and it's not called Black Series and it's a stationwagon. If I were to put my money on it though, I'd say this is an E63 All-Terrain. Merc is making that, to try and lure people who otherwise would buy an A6 Allroad. They got increased ground clearance and extra plastic on the bodywork plus bottom protection plates like the SUV's have, and the regular versions have already been seen driving around. If they make an AMG of the GLS, there will be no reason not to make the All Terrain as AMG. Only made even easier as the E-Class gets AWD AMG's only, no RWD anymore.
  6. Doubt it's a Black Series for 3 reasons: - It's a treatment only applied to 2-door vehicles and involves lots of functionality removal for weight reduction - think of the fixed roof SLK and SL, the very track-focussed SLS and the rear seatless CLK. - There's no AMG GT Black Series... it cóuld make you wonder if AMG might have silently stopped the label? - There were C63 mules with similar flared arches on the previous gen (W204+S204) and nobody saw those ever again as Black Series. Then again I have no idea what they áre doing with them.
  7. Yes I understand giving common looks to a brand is something you want, but Merc was also able to do that between 2000 and 2010 while it was easy to tell a C, E or S apart from each other. It can be done. But it's a manager or CEO's decision why cars have to look like each other. The same way in that managers try to decide on solutions I have to build into roofs while they hardly have mechanical engineering experience. The same way on why AMG is not building a new CLK-GTR: the CEO hates it so it won't happen. There's so extremely much possible with design, even within manufacturability and standards/safety requirements, but it's not being shown because some manager wants the design team to make stuff look the same. If designers could, ofcourse they'd do things different. I don't think it's them being lazy. It's them being restrained too much.
  8. I can understand that.... then again, such cars would be like at least 200K, and imo if such people complain about issues handling large cars maybe they should invest in moving out of that one-way cobblestone street in a former factory-workers neighbourhood :lol: Nah, I can understand it. I'm sometimes already getting nervous with the CLS, let alone if it would be the size of that Sixteen :eek: I'd need a truckers license for that. But it needs a bit more skills and getting used to yes. Perhaps with that Cadillac convertible I can understand they might not be able to get such a car stiff and save enough, I think that's also the reason Merc ditched the idea of a 4-door S-Class convertible and made it a 2-door instead.
  9. I think there's still at least 50 we haven't read about yet.
  10. You understood me wrong :p I personally like the car a lot, the car itself, the story behind it and also the wheels (oversized SLR/SL wheels). But this is the type of car you either hate or love, and I remember back in the days mostly reading negative responses on the extreme and large posture of the thing. Mind you, it still does 350 km/h. That's what is was made for: to celebrate the connection with the Fulda tire company.
  11. That Cayenne coupe mule certainly passed the wheel clamp test :lol: EDIT: Just when you thought to be happy because Merc never does anything with the Maybach Exelero... cheered too soon. Seems they're going to revive the concept of a really really large 2-door. It reminds me of said Exelero, and a bit of the Vision GranTurismo. As far as the media claims to know about this new car, they say it's just a design study and will be revealed on Pebble Beach next week.
  12. Ye that seems like the best option to me as well. As you say, the youtubers don't really handle news, they handle gameplay. Inside Sim Racing has been added to the list, and I've added some dutch gaming websites as well. We're not running out of options, we just have to keep searching :p
  13. Definitely gonna see if we can get in touch with that MotoGames mister, thanks for the tip :) @Loekie: thanks for the good-luck wishes :) Damage will definitely be in the game, both visual with detachable parts, as performance-wise with degrading part/system conditions. Damage is something we'll look into later in development, but it will definitely come and we already model the cars to support damage. Yes, the screenshots provided show redesigned imaginary vehicles and brands. I have to be realistic: I'm not expecting our game will feature real brands, for several reasons: - we'd need licenses to avoid getting our sitting flesh slapped all over the courtrooms across the world. Licenses for vehicles cost an awful lot - I'm speaking from experience here on the car-brand side with Driveclub. - we are a very small and currently as good as unknown developer with no big rich publisher or investor backing us, so we need all the money for main development - the car list is rather large for a first game, combined with the massive costs this is going to be a massive bill to pay, and again we rather spend that on getting a firm base - we will not do a mixed world with both imaginary and real brands. We go 100% one or the other. Also, we think imaginary cars give us advantages over real brands: - we can alter things of their design - ofcourse this is a rather personal preference kind of thing but if there's 1 who likes it, there are always a few more who like it - we can stay free of exclusivity deals or extreme license costs to ensure a competitive and interesting range of vehicles - we can give each vehicle a fair and equal amount of things you can do to them, without being restricted because the license (and manufacturer) prevent us from doing A or B to/with the car Oh and rushing is not going to happen. This is our hobby, our passion, and that means we can only do it right or not do it at all :p
  14. Squirrel, BlackPanthaa, AR12 and Fail Race were on the list too but have not replied since we contacted them a week ago. We also have contacted some youtubers who are more into gaming in general, such as Nerd³, RadBrad and Draegast, but so far also nothing :( The only results we have so far are Team VVV, TheSlapTrain and ofcourse that forum with a turbocharged duck :nods: But we'll keep going. :)
  15. Amazing! Thanks Ryan, this is the push we needed. We've also been contacting a lot of such prominent online people/groups/websites, ofcourse it helps when other people not part of the team also start talking about it. Which ofcourse now has been illustrated very clearly. Again, thanks a lot :D And also a first achievement: I saw we broke through the 1.000 pounds barrier today ^^. @Scott: I have a feeling I know which bit, but what 'caught your attention'? :p
  16. Can't believe you still had to open a poll to find this out :p Congratulations Ozz, but also to the rest, this is one of the better rounds I've seen recently.
  17. That might be the advantage of us being gamers as well as developers now, we sort of know what's annoying us and have a chance to make something less silly. :p No idea, unfortunately I can't give a guestimate either unless you don't mind me being off by a million miles :(. I only know so far the majority will be asphalt roads, currently ratio 90% asphalt and 10% off-road/dirt though this can still change as the road network plan isn't finished yet. I expect going more towards 80-20 eventually.
  18. Roughly 20 km north to south and 40 km west to east. The island will be developed in lots of smaller areas, the first area being a small race-track island in the south-west of the eventual game world. We block off roads with roadworks or other obstructions, and we'll make an auto-reset feature similar as seen in Fuel and Colin McRae. That means that if a player will venture a certain distance into unreleased areas, the auto-reset works as an invisible border/wall and will bring players back to within the intended area, without physically wall-blocking the player. Gradually we move these reset-borders and we move/remove road obstructions as we add new areas.
  19. @Ryzza: at the moment we're not that busy with the interfaces yet but we'll have an awful amount to do eventually. I'm putting you on the list though, I'll inform you when we could use your support. Thanks Diablo :D Ye it would have had little use to show anything previously, we did get some things done, also in the other engines, but for quite some reasons we eventually had to abandon them and look for something that would give us the flexibility we need.
  20. @Ryzza: Yes, we formed a few months after its release already. Reasons on why we did not make a step like Kickstarter are for example a lot of issues we had in the first 2-3 years. Think of game engines which proved to be too limited in functionality, this slowed stuff down so much that some people had no work. That eventually leads to loss of focus on the project and they leave without notice. Also, we had our stuff in real life to finish which needed time. Now however, we are fully focussing on the game, we have our engine, we're getting assets done, we're getting some game mechanics into working states, and we all feel this is the right moment to this. We don't have division forming and we know we have a group we can trust. The core of the team has been the same since the start and we all watch over eachother's progress. We have meetings on skype where we show what we've been doing, where we are at and ofcourse talk about goals and milestones. What has priority and what hasn't, do we have issues, who needs what to continue work. The project is indeed ambitious with a lot of things planned, but we set milestones and do it in steps.The first batch of cars will just be a small portion of what the entire list looks like. Further cars get released with updates. Same goes for the location; we're dividing the world into areas and work on one area at a time. Players will be kept within the area that has been finished already, basically as is the case with Euro/American Truck Simulator. Roadworks, construction sites and other types of physical and non-physical borders will keep the players within the area we've released so far. We are working out a more detailed timeline including early access and ofcourse release of the first version. A simple gameplay demonstration video will be added as an update to the kickstarter page, and ofcourse I will also post it here. As for IT support, I'll have to discuss with the rest on what we need and when we would need it, but especially later on when things get big we'll need people to manage servers. When we reach that point, I can let you know and we can see what we can do together. @Djey: thanks! If you like to support but you're unsure if we need it or not, you can always ask and we'll see what we can do for eachother. :) @hassan: if you could 3D-model the cars that would be great, we can always use more people to make 3D models both for vehicles as for more environmental stuff :D. As for drawing the initial designs of cars, we already have over half the vehicle list covered, so at the moment that is a low priority for us and the kickstarter thing plus making game builds is more important.
  21. Yes, a new racing game needs some Kickstarting. It's called D.R.I.V.E., and I'm in the development team. A bit of history: our group was formed by a handful of people (including me) who were part of the TDU2 community. Each of us participated in the beta, each of us gave a lot of feedback, and each of us was disappointed with how little made it to the final game. So disappointed, that we decided to take on the challenge of making a racing game ourselves. And that's how we formed Input Games. Input, because the community will be very important in deciding what will be our next move with the game and its content. So what exactly is this game about? Well, you get to drive! In a lot of ways. Racing, delivery missions, pursuit missions, silly missions, alone, together with friends... it's very diverse. So is the list of available vehicles, from a 1.4 straight-4 hatchback to purpose-built race cars to classic icons, from trucks to convertible cruisers and from city buses to off-roaders. Order vehicles the way you want them to be: from yellow or black to radio or satnav, from 15-inch steels and plastic all over to 20-inch forged alloys and carbon fiber details. When you're done and the car is ready for delivery you can park it on, inside or under your property and admire it from there, or you can immediately head to the proving grounds facility and push it to its limits, or take nice pictures along the coast. Just keep it in one piece... The game will be set on a European island that might not always work with you in getting from A to B. Be sure to check if your route isn't flooded or blocked by a traffic accident, and be careful with routes taking you through tight residential neighbourhoods or cross-country. There will be all sorts of roads from highways to dirt trails, and not all of them are as smooth or well maintained as the others are. And expect the same diversity in the landscapes with dense forests, a snowy summit, farm lands and beaches. D.R.I.V.E. is a multiplayer game, but it won't force you to be with people you don't like. If you are trying to join the session a friend is in, you get priority over the other people instead of being thrown into random sessions. Organize road trips and car gatherings where you decide which brands and cars can participate. Complete challenges, with eachother or against eachother. So, why are we reaching out through Kickstarter? A few things: - People. We need them. We are a small team and at the current rate, we will not be able to get this game done before Diablo decides to no longer censor this four letter word which F1 is currently looking at. We need more modelers and coders to get the rest of our game to take shape. We've tried a lot in the past few years but without success. Going on Kickstarter shows we're serious about this and reaches an even larger audience. - Money. Ofcourse it's about money. Development resources both physical as digital cost money which we can't pay by ourselves. The engine, the equipment... it's not free unfortunately. - Exposure. Actually something that hopefully takes care of the two points above. We're on Kickstarter because we're serious about making this game and listen to the input from our future players. Are there rewards? Ofcourse there are! You can pledge from $5 onwards, with more rewards for higher donations. These include having your own designed vehicles, brands or buildings put into D.R.I.V.E., or even a trip to the Nurburgring together with us! Backing can be done through Kickstarter here: D.R.I.V.E. on Kickstarter You can view our homepage here: Input Games If you want to get in touch with us you can contact us through Kickstarter, Facebook or ofcourse by contacting me here.
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