Project CARS (Slightly Mad Studios)

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#1


Project CARS - ehemals Community Assisted Race Sim - C.A.R.S.

Genre: Rennsimulation
Entwickler: Slightly Mad Studios
Distributor: Bandai-Namco
Plattform: PC/Windows/SteamOS, [STRIKE]PS3[/STRIKE], [STRIKE]360[/STRIKE], [STRIKE]Wii U[/STRIKE], PS4, XB1
Release: [STRIKE]2013 (PC)[/STRIKE] [STRIKE]Q2 2014[/STRIKE] [STRIKE]21. November 2014, Wii U verschoben auf 2015[/STRIKE], [STRIKE]20.3.2015[/STRIKE], [STRIKE]2.4.2015[/STRIKE], [STRIKE]Mitte Mai 2015[/STRIKE], 7.5.2015 [STRIKE](außer Wii U)[/STRIKE]
Anzahl der Spieler: 16 online (Konsolen), kein Splitscreen
Auflösung/Framerate: PS4: 1080p / 60fps, XB1: 900p / 60fps
Kompatible Peripherie: "Alle PS4 Lenkräder", Thrustmaster T80, T100, T300, T500, diverse von Fanatec => Liste


Webseite: http://www.projectcarsgame.com/ , http://www.wmdportal.com/about/
Antwort auf einige Fragen: http://www.neogaf.com/forum/showpost.php?p=32319867&postcount=416
Spieldesign: http://www.neogaf.com/forum/showpost.php?p=31845123&postcount=178

Features:

  • FRANCHISE MODE allows you to carve out a personalized career starting in the Karting world and then progressing on to whichever motorsport specialization you prefer including Touring Cars, Open-Wheel, GT, Le Mans, and many more!

  • Play CO-OP with a friend as Driver/Co-Driver

  • FULL TEAM MANAGEMENT... Have a large number of friends? Create, manage, and compete together!

  • Experience the excitement of PIT STOPS like you've never seen before!

  • Revolutionary PIT-2-CAR RADIO gives you the strategic advantage

  • DYNAMIC Time Of Day & Localized Weather make every race unique and challenging

  • 10+ GAME MODES covering every form of motorsport

  • CLOUD-BASED SOCIAL NETWORK allows you to connect with friends, compare times & scores, compete and challenge each other, and share content

  • USER-GENERATED CONTENT - Create your own liveries, decals, tuning setups, and even events! Then share them with the world - either for free, in-game credits or even real money!

  • PUSHING TO THE LIMITS - Advanced physics, lighting, and AI

Tracks und Autos (WIP):
Strecken

European Circuits

- Anhalt -
Oschersleben
- Azure Circuit -
Monaco
- Badenring - Hockenheim
- Besos - Circuit de Catalunya
- Brands Hatch (laser scanned)
- Circuit de Spa Francorchamps
- Derby -
Donington Park
- Eifelwald - Nordschleife (Team Member+ during development)
- Eifelwald GP - Nurburgring GP (Senior+ during development)
- Florence - Mugello
- Heusden - Circuit Zolder
- Imola
- Loire 24 -
Le Mans Circuit de la Sarthe
- Loire National - Le Mans Bugatti Circuit
- Milan - Monza
- Moravia - Brno
- Silverstone
- Oulton Park
(laser scanned)
- Snetterton (laser scanned)

North American Circuits

- California Raceway -
Willow Springs
- Connecticut Hill GP - Watkins Glen
- Lakeville Raceway - Sonoma Raceway
- Monterey - Laguna Seca
- Wisconsin Raceway - Road America

Asian Circuits

- Dubai Autodrome
- Jin Ding -
Zhuhai
- Sakitto - Suzuka

Oceania Circuits

- Bathurst -
Mount Panorama

Kart Tracks

- Belgian Forest Karting Circuit
(Spa-Francorchamps Kart Circuit)
- Chesterfield (fictional)
- Glencairn (fictional)
- Summerton (fictional)
- Dubai Kartdrome

Country Roads

- California Highway
(Team Member+ during development)
- Azure Coast (Team Member+ during development)

Planned/Confirmed Tracks

- Cadwell Park (laser scanned)
- Ruapuna Park
- Macau


Historic Tracks

- Bannochbrae
(fictional historic GP track located in the scottish highlands)
- Historic Badenring - Hockenheim (Pre 2002)
- Rouen Les Essarts
- Historic Milan -
Monza (1967. GPL2.)
- Historic Milan Oval
- Silverstone 1975
- Solitude Rennstrecke
- Spa Historic

Oval Tracks

- Concord -
Charlotte Motor Speedway **
- Delaware -
Dover
- Harrison Pike Raceway - Indianapolis Speedway *
- Henrico -
Richmond
- Memphis - Bristol
- Volusia - Daytona ***

Fictional Tracks

- Test Track

* -
Not an exact replica? Infield not yet confirmed
** - Fictional Infield
*** - Real Infield

http://www.gtplanet.net/forum/threads/project-cars-track-list.305495/


Autos:

List of vehicles (as of March 20th, 2014)

Beta 2 Damage setup, 1st person cockpit abient occlusion, external ambient occlusion, cockpit animations, suspension animations, body animations, release candidate physics set, rc sound

  • 2011 Ariel Atom 300 Supercharged
  • 2011 Ariel Atom 500 V8 2011
  • 2011 Ariel Atom Mugen
  • 2011 Audi R18 TDI LMP1
  • 2012 BAC Mono
  • 1981 BMW M1 Procar
  • 1991 BMW M3 E30 Group A
  • 2012 BMW Z4 GT3
  • 1990 Caper Monterey Stock Car (fictional 1990 Stock Car)
  • 2012 Caterham SP 300/R
  • 2011 Caterham Superlight R500
  • 2009 Ford Focus RS
  • 2011 Formula A (fictional 2011 Formula 1)
  • 2011 Formula B (fictional GP2-type Formula Car)
  • 2011 Gumpert Apollo S
  • 1969 Lotus 49 Cosworth V8
  • 1977 Lotus 78 Cosworth
  • 1985 Lotus 98T Renault Turbo
  • 2011 Mercedes SLS AMG
  • 2012 Mitsubishi Evo X FQ-400
  • 2011 Palmer Jaguar JP LM
Beta 1 20 AI liveries finished, gearstick animations, windscreen reflection, cockpit display

  • 2012 Caterham Classic
  • 1981 Ford Capri Zakspeed Group 5
  • 1967 Ford MK. IV
  • 2012 Formula Gulf FG1000
  • 2011 Formula Rookie (fictional 2011 Formula Ford type car)
  • 1991 Mercedes-Benz 190E 2.5-16 Evolution II DTM
  • 2012 Pagani Huayra
  • 2012 Pagani Zonda R
  • 2011 Radical SR-3 RS
  • 2011 Radical SR-8 RX
Alpha 2 LODA/LODB/LODC setup complete, 1st person cockpit meshes, 3rd person cockpit textures, ambient shadow added, full LOD export

  • 2013 Ford Mustang Boss 302R1
  • 2013 Formula C (fictional Formula 3/Atlantic type car)
Alpha 1 Tyres and wheels textures and blur, chassis textures/materials, 1st person cockpit textures/materials, paint material UVs, physics 1st draft, sound 1st draft, materials/textures

  • 1981 BMW M1 Procar
  • 2012 BMW M3 E92 GT2
  • 2012 BMW M3 E92 GT4
  • 2013 Ginetta G55 GT3
  • 2012 Mercedes-Benz SLS AMG GT3
  • 1971 Mercedes-Benz 300SEL 6.8 AMG "Rote Sau"
  • 2009 Pagani Zonda Cinque Roadster
  • 2014 Renault Megane RS
  • 2013 Ruf RGT-8
  • 2013 RWD Motorsports P30 LMP1 (fictional community designed LMP1)
  • 2011 Shifter Kart 125cc
  • 2011 Shifter Kart 250cc Super Kart
Pre-Alpha LODX meshes, collision export, placeholder physics, placeholder sound, placeholder materials/textures

  • 2013 Audi R8 LMS Ultra GT3
  • 2013 Audi R8 V10 Plus
  • 2012 BMW 1M Coupe
  • 1997 Ford Mustang Cobra SCCA Trans-Am
  • 1988 Ford Sierra RS500 Cosworth Group A
  • 2013 Ginetta G40 Junior
  • 1972 Lotus 72D Cosworth
  • 2013 Marek PM06A (fictional community designed LMP1)
  • 1994 McLaren F1
  • 2013 McLaren 12C
  • 2013 McLaren 12C GT3
  • 2012 Mercedes-AMG C-Klasse Coupé DTM
  • 2012 RUF CTR3 Clubsport
  • 1989 Sauber C9 Mercedes Group C
Work in Progress

  • 2014 Alpine A450 LMP2
  • 1989 Audi 90 IMSA GTO (Not Yet Started)
  • 2012 Audi A1 quattro (Not Yet Started)
  • 2002 Audi R8 LMP900 (Not Yet Started)
  • 2014 Audi R18 e-tron quattro (Not Yet Started)
  • 2013 Bentley Continental GT3 (Not Yet Started)
  • 2003 Bentley Speed 8 LMGTP (Not Yet Started)
  • 1978 BMW 320 Turbo Group 5
  • 1940 BMW 328 Touring Coupe (Not Yet Started)
  • 2012 BMW BTCC 3-series Touring Car
  • 1999 BMW V12 LMR (Not Yet Started)
  • 1972 Ford Escort RS1600
  • 2013 Ford Falcon FG Australian V8 Supercar CotF (Not Yet Started)
  • 2012 Ford Focus ST BTCC (Not Yet Started)
  • 2012 Ford Fusion NASCAR Stock Car (Not Yet Started)
  • 1966 Ford Mustang 2 +2 Fastback (Not Yet Started)
  • 2015 Ford Mustang GT (Not Started Yet)
  • 2013 Ginetta G50 (Not Yet Started)
  • 1962 Lotus 25 Formula 1 (Not Yet Started)
  • 1965 Lotus 38 Indy 500 (Not Yet Started)
  • 1965 Lotus 40 (Not Yet Started)
  • 1970 Lotus 49 C Formula 1
  • 1967 Lotus 51 Formula Ford (Not Yet Started)
  • 1968 Lotus 56 Indy Car (Not Yet Started)
  • 1997 McLaren F1 GTR Longtail (Not Yet Started)
  • 2013 McLaren P1
  • 1952 Mercedes-Benz 300SL W194 (Not Yet Started)
  • 2013 Mercedes-Benz A45 AMG
  • 1998 Mercedes-Benz CLK-LM
  • Mitsubishi Evo IX FQ 360 (Not Yet Started)
  • Mitsubishi Evo VI Tommi Mäkinen Edition (Not Yet Started)
  • 2013 Oreca 03 LMP2
  • 1978 Renault Alpine A442B (Not Yet Started)
  • 2013 Renault Clio IV RS Cup
  • 1999 Renault Laguna BTCC (Not Yet Started)
  • 2012 Renault Megane Trophy II (Not Yet Started)
  • 1987 RUF CTR Yellowbird (Not Yet Started)
  • 2013 RUF RGT-8 GT3 (Not Yet Started)
Unconfirmed

  • Aston Martin DBR9
  • Tyrell P34
  • 1982 Nissan KRD30 Super Silhouette
  • 1989 Nissan GTP ZX-T or 1990 NPT-90
  • 1990 Nissan R90CK
  • 1990 Nissan Skyline GT-R R32 Group A
  • 1994 Nissan 300ZX IMSA GTS
  • 1999 Nissan Primera BTCC
  • 2003 Nissan Skyline GT-R R43 Gt500
  • 2014 Nissan ZEOD
  • 2013 Nissan Altima V8 Supercar
  • 2013 Nissan 370Z GT4
  • 2013 Nissan GTR GT3
  • Lola T96/00 and/or Reynard 96i lookalikes
  • USAC Focus Midget lookalike
Removed/Replaced

  • BMW F1-08 replaced by BMW M3 GT4
  • Shelby GT500 replaced by Ford Mustang Boss 302R1

http://www.gtplanet.net/forum/threads/project-cars-car-list.305494/
Eine alternative Liste ist hier.

Die Inhalte müssen nicht zwangsläufig in der Releaseversion enthalten sein. Lizenzen, Vermarktung, Zeit,...


How many opponents can you play against?

  • 45 offline (depending on the grid size of the track) on all platforms
  • 16 online on PlayStation 4, Xbox One, and 32-bit PC
  • 32 online on 64-bit PC
http://www.projectcarsgame.com/faq.html





=================================================


In einem Thread über den Patch zu Shift 2 hat Ian Bell (Slightly Mad Studios) kurz die Idee zu einem von der Community finanzierten Spiel in den Raum geworfen. Das Ganze war mehr als nur eine Idee, denn als sich jemand meldete und 100.000 in Aussicht stellte, hat Ian seine Idee weiter ausgeführt und erklärt, ein Anwalt arbeite schon rechtliche Rahmenbedingungen aus.

Interessante Aussagen zur Spieleentwicklung:
We suspect we might even get banks in looking for a 200-500%+ return in 18 months. Imagine we sell 2 million units of the final game (Shift 1 did 5 million and Shift 2 is tracking well also). The revenue from those sales is approx. 70 million dollars. 5-7 million dev cost and a few more million for marketing and we're still looking at a very healthy return for the investors.
Für den Publisher sind Toptitel ein sehr gutes Geschäft. Traurig aus Spielersicht sind die hohen, anscheinend notwendigen Investitionen für's Marketing. Ohne Marketing wäre für die eigentliche Entwicklung rund 50% mehr Geld da.

We own all of the tech. Starting point would be from our latest engine which effectively means zero risk for investors in terms of us being able to deliver. We'd ship on PC, 360, PS3, WiiHD, Box retail, Steam, App store on Mac. If we can't clear 2 million units we've not marketed it properly. Break even is about 250K units though.
On Shift, consoles sales were 96% of total sales.
:shock:
Das sollte alle Fragen zu den PC Versionen aktueller Spiele beantworten :ugly:.

We've been operating a distributed development system and been perfecting it for 10 years now. Of our 100 plus staff on Shift 2, only 15 or so regularly came to the office. Even our top management work from home and always have done.
Das ist doch überraschend: Die meisten arbeiten von zu Hause.

Über die Lizenzen zu Rennserien und Strecken:
You actually do need the manufacturer licenses also. We fell foul of that before, not knowing that the series license only entitles you to run the liveries with no car underneath. The tracks aren't normally included either.

On licensing in general, it's not a big issue. Most tracks license direct to the developer as do car manufacturers and they normally have a person/team dedicated to this with fixed prices. Tracks run anywhere from free to 50k with most around the 5-10k point.
Bei GTP hat er den Nürburgring als teuer bezeichnet, wir können also vom oberen Ende der Skala für diesen Track ausgehen.


I'd like to get going in the next weeks. Legal are on the terms and conditions, our Biz Dev Director is on the prospectus.
The plan is for funders to be intimately involved in every aspect of development throughout. That and the weekly builds and tools is essentially what you'd be getting upfront for your 10 Euros minimum investment.
Das große Problem bei so einem Projekt: Eine gemeinsamen Weg zu finden, denn wie heißt es so schön: "Viele Köche verderben den Brei".

Jedenfalls ein interessanter Ansatz, mir ist kein ähnliches Projekt in dieser Größe bekannt.


http://www.nogripracing.com/forum/showthread.php?t=249418
 
Zuletzt editiert:

crack-king

Administrator
Team-Mitglied
systems, systems, systems, systems, systems, systems
#2
Irgendwie wäre das die Möglichkeit mal ein Spiel zu entwickeln, was die Leute dann auch wirklich wollen. Aber ich glaube das klingt alles besser, als es dann in Wirklichkeit wäre...Wenn jeder mit 10 Euro schon Mitspracherecht hat, kann das ja was geben...
 
PSN-Name: leckt mich an meinem haarigen hintern ihr haufen!
Spielt gerade: perl(pc); div. KOFs (ps3); GT6(ps3); sfIV(div.);
#3
Irgendwie wäre das die Möglichkeit mal ein Spiel zu entwickeln, was die Leute dann auch wirklich wollen. Aber ich glaube das klingt alles besser, als es dann in Wirklichkeit wäre...Wenn jeder mit 10 Euro schon Mitspracherecht hat, kann das ja was geben...
ein zweites duke nukem 4ever... sozusagen eine neverneding story und die 10ecu * x wären schneller alle als man denkt
 

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#5
Das Projekt ist weiterhin aktuell:
I expect the first draft of the full terms and conditions for WMD from our lawyers tomorrow.

As far as the game goes, it really will be up to the investors (ie, everyone putting in 10 euros or more). My vague plans are to find a way to give people something fun from the get go that they can all play/test/tinker with. We then iterate this based on input and build the game design together. My thoughts on this are a couple of 'genericised' tracks, let's say inspired by real world locations and a car or two. I'm thinking a Formula style car and one other.
We can't use any Shift cars or tracks.
Schade. Zumindest die Engine gehört ihnen selbst.
 

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#6
Community Assisted Race Sim - C.A.R.S.

The legal work on the project has just been completed and SMS is ready to launch the project’s website and accept investors within the next 2-3 weeks.

The studio will be offering investment options that will fit any budged, starting out with a 5€ option ending with gold-level commitment of 1000€ and beyond. All investors will be getting access to downloadable development builds throughout the development process, the level of investment will determine the amount of influence each member has though.

While every investor will get to vote on the direction the new title will take, gold members get to participate in board meetings where the bigger calls will be made, always considering the requests from the regular investors. Gold members will even get source-code access to the simulation while smaller investors will be given script access to play with.
[...]
C.A.R.S will be used the stripped-down Shift 2 Unleashed engine as starting point, as the team will be adding new modules to it during the course of the development process, including a new DirectX 11 renderer, a new physics engine and new AI. Slightly Mad Studios expect a development cycle of at least 12 months until the finished product is ready
[...]
SMS is planning to have fully-licensed content in the finished product, the team may be dealing with generic content in the development builds though while the licensing is being finalised in the background.
http://www.virtualr.net/c-a-r-s-new-preview-lots-of-info/

Edit:
2 weitere Bilder
http://www.neogaf.com/forum/showpost.php?p=29404672&postcount=44
 
Zuletzt editiert:

.ram

Editor in Chief
Team-Mitglied
PSN-Name: dethforce
#7
na ich wünschen ihnen damit viel glück - das neue spiel soll ja imemrhin multiplattform sein. wäre zumindest für indie-studios ne option, sich von den großen publishern loszureißen und technisch haben sie mit der shift 2 engine schonmal ne top-multiplattform basis.
 
systems, systems, systems, systems, systems, systems
PSN-Name: Steiner84
Spielt gerade: auf Zeit
#9
finde das ein Top Projekt!
Ein Licht am Ende des sehr dunkel gewordenen Spieleindustrietunnels im Hinblick darauf den wirklichen Fans zu geben was sie möchten.
 

crysmopompas

I am a bot ¯\_(ツ)_/¯
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
Spielt gerade: GT7 | 60fps FTW
#10
Nachtrag + Neues:

[ame]http://www.youtube.com/watch?v=DK8P7s-LecU[/ame]

http://www.wmdportal.com/projectnews/c-a-r-s-is-off-the-starting-line/#more-304
http://www.wmdportal.com/projects/cars/

Überblick über die Pläne, das Geschäftsmodell und die verschiedenen Stufen der Beteiligung: http://www.neogaf.com/forum/showpost.php?p=31845123&postcount=178

First vehicles licensing announcement:
GUMPERT apollo s
Ariel Atom
Ariel Atom Mugen
Ariel Atom V8
Palmer Jaguar JP-LM

Engineering Report

How many cars will be on track at once?
As many as possible! Sorry for the rather vague answer but rest assured that the overall aim is to be as authentic to each race discipline as possible within the technical limitations. In previous titles we aimed for 12 as this was optimum for both the available tech and lobby management in multiplayer games on consoles. Time and tech has moved on since then so we may have scope to re-evaluate this but it'll still likely be a balancing act against other things like dynamic weather.

Customizable HUD - we want to toggle each individual item on/off if possible
Yup, agreed.

Unlock all content for sim racers!
Two things here. Tracks will always be available for Quick and Multiplayer modes regardless of whether you've encountered them in Career. Vehicles however will still need to be purchased using in-game cash or real cash. C.A.R.S. uses a free-to-play model and so all content will be available to play through natural play of the game, but expecting to load the game up and have everything immediately accessible defeats that business model. This will be offset however with 'sneak peeks' of upcoming vehicles, rentals, and other ways to get early access to content.

We want a HUD for each car
Already confirmed by Ian - there will be vehicle-specific speedos/gauges.

Mouse control to look round the car?
Under investigation, certainly plausible.

Would be nice to see other areas around the track (eg. the driver briefing room, race control, driver motorhomes, etc)
Yup - they're a key part of a driver's career and therefore fall under the X-Statement of "The Complete Driver Journey" as outlined in the C.A.R.S. design document. The exact nature of this behind-the-race aspect hasn't been fully fleshed out yet, but are prominent in our mind.

It would be nice to experience the pit garage in more detail
See above.

It would be nice to watch a race from multiple grandstand/spectator hotspots
Agreed. I've mentioned before that it would be nice to have multiple replay 'styles' including onboard and TV presentation. I can definitely see a third being 'as if I were standing there myself' and you can see elements of this being tested with the current replay cameras where you might be looking through the mesh of the fence.

Ability to save multiple controller profiles
Definitely possible.

Dynamic track surfaces
This was present in previous titles and will likely make a return to complement the dynamic weather system.

When the game is released, will we still be able to use our cars/tracks or do we have to re-buy them?
Unknown at this point. It's likely that everything will be reset upon release since elements of the development version of the game will likely change for the final gold master.

Would the free-to-play model mean that the plan is to have cars and tracks continually added to buy and download one by one after the game is released?
Gone are the days of 'fire & forget' (ie, releasing a title and then moving on to the next project). Post-release, C.A.R.S. will likely be supported with further content and fixes. A plan for this will become available as development continues.

It would be nice to see race telemetry on another computer/iPad
This has popped up a few times. Firstly, people should be able to simply spectate races regardless. Secondly, if you're a member of your friend's race team, you should then get additional options like being able to view the live telemetry and speak directly to the driver(s). More on this as the team management aspect is developed. With regards to seeing live telemetry on an iPad I think it's an ace idea but we'd need to investigate the tech possibilities here first.

It would be nice to have multiple vehicle classes on the same track
Agreed, and it's likely that there will be occasions when this is evident.

Will there be drifting in the game?
Drifting is a form of motorsport and will be represented in the game but as for the planned Career structure, it is not the focus of the game and will be completely optional.

Any plans to include a vehicle driving school?
No plans currently, but the Test Track is there to provide a dedicated area for you to practice on and complete certain challenges. The game will likely have a tutorial of some form but probably only for more 'advanced' techniques like tuning or tire choice.

Race buildup/pace car/warmup lap/grid rundown - we want them all!
Wherever possible, we do too and will do our best. This will be known as the 'Full Race Weekend Experience' from now on.

As much FFB info as possible!
We're on it, guys!

It would be nice to be able to tweak offsets for the cockpit camera (ie. to adjust your driving position in the seat)
Should be possible to expose the values that we've preset into the game to give the final players some degree of personalisation here.

Will we have to pay for online private races with friends?
No. However, online access is likely to be unlocked via a one-time-use code that comes free with every new copy of the game (this is known as Online Pass on consoles). Second-hand purchasers will have to purchase an Online Pass. This system is one of the many steps that help to combat piracy.

Will there be a Hardcore career mode?
There are already some more extreme/realistic handling models. I can definitely see room for a Hardcore game difficulty too that incorporates some of the ideas already mentioned (no race restarts, pay for damage repairs, exclusive accolades/awards).

Career Mode - Tech Tree vs. Calendar vs. XP vs. Whatever Else
The aim with the career mode (as with the rest of the game) is to be realistic to what a real driver would experience. A calendar of weekends where events take place at locations therefore seems most appropriate here, with the player having to decide which events to take part in on particular days, planning their practice sessions, hiring the right team, qualifying well etc. This fits perfectly with the concept of seasons of racing, being a winner one year and trying to retain your crown the next, advancing to faster disciplines or retiring from one form of motorsport and jumping to something else completely.

Traditional 'gamey' concepts of XP or levelling up a character do not fit this vision therefore. That's not to say the player won't be aware of their progression through the game or feel a sense of improvement. They will just be visualized in different ways (trophies you've won, reputation amongst other drivers/teams, races won vs. entered, average finishing position etc).

Is it going to be a sim racer or an arcade game? How can you make sure both people are happy?
C.A.R.S. is the realistic representation of a real driver's career with authentic cars, tracks, and handling.

This is our priority. In any case where more advanced/hardcore/'sim' features are evident there will of course be a set of accessibility options in order to allow more casual players to learn them and get enjoyment out of them. This doesn't mean we're starting at the arcade end of the spectrum and plugging in sim features, nor does it mean we're starting at the sim end of the spectrum and 'dumbing it down'. We're putting in the features we all want to see, and will ensure that those who aren't as knowledgeable about them are introduced to them so they can learn and participate too.
http://www.neogaf.com/forum/showthread.php?t=448198&page=9
 
systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems, systems
PSN-Name: bastiHST
Spielt gerade: Steam Deck
#15
Fährt sich schon anders (besser), aber genau weiß ichs grad nicht mehr, habs das letzte mal vor 2-3 Wochen gespielt, kam die letzte Zeit nicht mehr dazu :cry:

Aber ich werds heute Abend oder morgen nochmal testen ;)

Edit: Hab grade mal ein Video mit dem Gumpert Apollo in Spa (bzw. Belgium Forest) gemacht, Video werde ich posten sobald es hochgeladen wurde.
Muss dazu sagen, das es meine 1. richtige Runde war, daher die paar Fehler ;)
Aber sooooo leicht lässt es sich nun auch nicht fahren :D

---------- Beitrag um 19:20 Uhr hinzugefügt ---------- Vorheriger Beitrag um 18:45 Uhr ----------

[ame]http://www.youtube.com/watch?v=MKNSvEtWbMU[/ame]
 

Kyrill

Held vom Erdbeerfeld
#16
Der Gumpert sieht schon klasse aus und alleine für den Audi R18 würde ich mir das Game kaufen. :ugly:
Aber da die in der Vergangenheit nicht in der Lage waren, ein Spiel ohne Inputlag abzuliefern (Konsole), werde ich einen großen Bogen um das Spiel machen...
Ansonsten war Shift 2 vom Feeling her näher am Motorsport als GT. Aber wegen mangelnder Zeit und schlechtem Support vom Publisher ging S2U unter.
 
systems
PSN-Name: Rafi1405
Spielt gerade: GTS,ACC,F1,AC
#19
Hab CARS schon von Anfang an und das Fahrverhalten hat nichts mit Shift zutun.
Zwar ist das Spiel noch lange nicht fertig, das Fahrverhalten und FF aber ist jetzt schon sehr gut. Das Spiel wird immer wieder verbessert und weiter entwickelt, da unterstütz ich sowas gerne!!
 
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