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TDU Iceman

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Everything posted by TDU Iceman

  1. When someone tries to ram you: watch them in your rear view, let them build speed, then pause just before they hit you. Bonus points if you send them off into the trees. :tup:
  2. Good points. It seems Big Ben's official stance is, "We're not saying its happening, but its happening." :lol: Normally I wouldn't put much hope into any publisher or game studio, but Kylotonn has been doing some impressive things lately, and it seems Big Ben acquired them last month. Every one of the games you mentioned shows signs that they have good priorities and are becoming more proficient at making games as time goes on: WRC: I haven't played.. For years it had a bad rep (perhaps because of Milestone), but lately I'm hearing the physics and content are pretty decent now. TT Isle of Man: I haven't played this either.. but I know someone whos into bike games, and he kept raving about it, egging me on to try it. Fun physics, good details, etc. One thing thats interesting is the course is laserscanned and they used photogrammetry. Anyway, I watched some gameplay videos and it looks impressive for a relatively small studio with a modest budget to match. Finally, V-Rally 4: This I did play briefly.. and it impressed me even though its not a super good game. What most stood out to me... the randomized rally stages. This was not only clearly the work of a smart person, but also proof that his input didn't get shut down by some higher up dumbass. Essentially, they created large rally environments, like Japan, Africa, Siberia, etc.. filled with many various intertwining roads. So when you play, the game will generate a random stage by setting up barricades and plastic fencing at the forks, keeping things fresh. This is a million times better than what Codemasters did with their randomized rally implementation, which was to stitch together "tiles" of corners which made everything feel samey, boring and unnatural. I could go on about the rest of the game, but I'll end this by saying it looks like theres competent people over at Kylotonn who seem to want address the important things like physics, fresh gameplay modes, details, etc. I'm still not getting my hopes up, but I don't have anything negative to say either.
  3. :hmmm::hmmm::hmmm:
  4. Mazda RX-7 GT-X Savanna
  5. got comfy with some great classics
  6. Looks promising, nice work. Btw I agree with starting off simple, and the island you picked looks like a good way to go about it. It may not have elevation, but the layout is interesting, with its inner highway loop and coastal road loop. So at least it flows nice. Also, for a long time I've been thinking that all that's really needed is a solid platform for open world driving with realistic physics. By that I mean, if a project like yours is being worked on by a single person or a small team, there should be some basic content like a few cars and an environment, but for the most part the underlying game and ease of modding is all thats needed, imo. For example, Euro Truck Simulator has insane amounts of open world map content created by modders, but the underlying physics are pure crap for anything thats not a commercial truck. And games like Assetto Corsa have the same problem but backwards.. the physics are fine but the game can't handle open world maps well, so modders just make circuits and small point-to-point roads. But if someone finally makes something that can load a TDU or Horizon sized map, have multiplayer, along with car mods that have good physics, and make it not a nightmare for modders to add content, then to me that's pretty much a guaranteed success in the making.. even if its a small indie project.
  7. Site seems to load about as fast as my browser can manage. Thanks for the quality hosting.
  8. They're selling Halloween candy now :vamp::vamp::vamp:
  9. I tried it out; great work. I especially like those F40 pop ups.
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