Trying to quote a reply seems to be screwing up for me. My concern was really that it seems to be inconsistent when the bike radically slows down and when it doesn't. I've clipped some corner and it's like I rode into quicksand. In other corners, I've run wide and seemed to lose very little speed. It seemed to be quite unforgiving in the former and oddly forgiving in the latter.
I'm not fond of the game playing interrupting boxes. I was positioned to knock a competitor off and up came a dialog about how to use the handbrake. I lost my timing and he got away. That's annoying and I wonder if this is a temporary system for now, in lieu of a less jarring guide. I'm also not entirely happy that the moment you drift off the track, your bike slows down massively.
All these tutorial blurbs are super alpha at the moment.
Driving in the dirt slows you down right now. What exactly do you want to have happen?
I loved that you made dirt driving being detrimental... it makes taking short cuts limiting (unless they are shortcuts by map design where you could code it as road)
So far I have found no short cut for the 2nd map with limited experimentation.
1) I think the rear-view mirror should be permanent. 2) In the final game for single-player I would like to see some camera slow-down effects when doing something special, for instance blowing up an opponent with a pipe-bomb.
Post by bansheeindian on Jun 4, 2014 21:14:50 GMT -6
Man this is awesome. I feel like just about everything was improved on this update and I'm really excited.
New weapons felt good, although I think it would be amazing if the nail bat had a chance of getting "stuck" to the other riders and you losing it or being tied to them for a few seconds.
The Pipe Bombs and C4 are great. I do hope eventually that there's a way to counter C4 after being tagged, even if you had a slim chance of getting it off your bike or still took splash damage from being too close to the explosion, it does feel a bit out of balance when you can't really see that they're holding it til it's too late.
Cops are a welcome addition, although I'm not sure what function serve right now other than adding more targets to the road and a little flavor to the race. I'm assuming eventually it'll be like road rash, where they'll try to stop you and arrest you. Can't wait for some road blocks and possibly officers with spike strips.
The only big complaint I have right now, and I'm sure it's going to be fixed eventually, is that I feel like I "get away" with a lot more collisions than I should. Occasionally I'll clip through an incoming car or I'll get hit and fly in the opposite direction but stay on my bike, I don't think I've ever hit a stationary object on the side of the road such a telephone pole. Obviously I still do get knocked off my bike quite a bit in crazy car modes but it does seem to happen a lot that I should have gotten obliterated and I "cheated" my way through a hairy situation.
Regardless of that this is a really awesome update and I'm so excited about the future!
I just saw this game yesterday by chance on humble bundle. Decided to take a chance and do not regret it! As a Road Rash fan, all's I gotta say is- Keep up the excellent work!
Of note-- The raining cars is excellent! I love it.
The one thing that's frustrating me right now is when cars hate me. When I respawn, I wind up with a car on top of me instantly, pushing me back. I have to jam it in reverse and attempt to dodge him so I can get back to racing. Perhaps making the driver's "immune" to cars for like 1-2 seconds after a respawn so we can get back on our feet again? It's just annoying when I respawn and I don't get a chance to move because there's a car in my face already.
A random thought-- Will melee weapons ever do different damage? Right now I hit anyone twice with any weapon and they fall off. I'm thinking if i get clubbed with a shovel IRL on a motorcycle that there's a good chance I'd tumble off lol.
I love the pipebombs and sticky grenades.
Last Edit: Jun 5, 2014 15:03:49 GMT -6 by loungefly
1- C4 onto cars will often result in the cars emitting black smoke when they respawn, I've been unable to see the road because of the C4 smoke infront of me... 2- in multiplayer the deflect "flare/flash" appears very free floating and lasts for longer than needed when you see the other human player interact with an AI.
Very much enjoyed the new build. Lots of great progress and I can tell this game is looking to be a big success.
Here are some of my thoughts/ideas:
In some game modes, especially CarStorm, I felt that I would of loved to have some type of slowdown ability. This would give me some more time to react and dodge the cars. I'm not sure if I would carry this ability over to other game modes, but perhaps a thought for any "survival" game modes. I think it could be easily implemented by using the same blue bar that you use for nitro. Either the user can choose to expend the energy by speeding up, or slowing down. Double tapping L2 could engage this ability.
I love the car physics, crashes, and collision noises, it filled me with absolute fear and excitement. The explosions and different collisions add diversity and add to the replay value.
I wonder, is there an ability to take C4 off your character in multiplayer? Perhaps if you contact another player you should be able to transfer it to them, ala "hot potato". Otherwise the C4 seems a bit overpowered.
I think the incentive to kill people is good, even in non-kill missions, the extra boost for races, or the extra health for survival levels. I would only add that I think there should be a larger incentive to take down police officers.
Love this new update! Good amount of improvements made. Although, there are tons of things to work on. Lemme get down to business:
Driving physics feel WAY better than first alpha. Can only get better.
Detailed car destruction is awesome! One day, I hope to see a driver fly out of one.
Raining Cars was probably one of the best ideas you came up with. Endless fun for me.
C4; a high-risk-high-reward weapon. Feels really overpowered, but a neat addition.
Local Multiplayer was a huge surprise for me to see so soon. Gonna try that out today.
All of the bugs I've experienced have already been mentioned so I won't get into them.
Fights are less frantic than they should be. I feel like a god among ants when I'm swinging a weapon that takes only two hits (or one) to kill someone. The NPC's can take more than that, say about 3-5 hits, no more.
The Pipe Bomb: I want to like it but...
Release is too slow. From when you pull it out to when you drop it takes too long.
Timer is a little too fast, only a little.
You can get into first place (or any place) and firebomb EVERYTHING behind you FOREVER. Easy win.
I don't like it.
Cops: A must
Only as threatening as the next NPC.
Baton is the same as most weapons.
Uniform and bike design could use some adjustments. Since they're being worked on (and since I have no design suggestions in mind), I'll wait to see where this goes.
Comments and Suggestions
Tutorial pop-ups should have an option. That s**t could get ya killed!
Options for music and game audio.
Biker/bike selection and customization would be amazing!
Button to either look behind, or have an option to have a mirror on the HUD.
When looking around with the camera using a controller, auto-centering is VERY slow. Would be better if speed was adjusted.
On the same note about the camera, things get weird when it goes through the floor...that should go away.
I'd like to see a little more on the HUD. Things like odometer elements, distance to the finish line or safe zone, names of players and their relative distance, etc.
Road Rash 64 spoiled me with "Rap Sheets", detailing all the most important stats on one page while drilling out the most appropriate sound FX for that stat and the next. If you guys can fit that in somewhere even taking your own spin on it, I would LOVE to see it. Something similar, or even a race stat page could suffice.
I don't know if sound design may not be the most important thing to work on for you guys, but hearing someone scream in agony after crashing or getting hit makes all the combat more engaging and rewarding. Those sounds make even the most shortest fights just THAT much more fun (and sometimes hilarious).
Any other commands, such as 'X' for restart level and 'H' for level skip, would be really appreciated to have in a list somewhere.
That's it for now. This is really coming along nicely. I'll be playing this for a good while, but I gotta wait for my brother to get off work so I can beat the crud outta him in multiplayer! Keep up the good work!
Just want to say great job on the latest update. I had my friend come over and we tried split screen. It was really fun talking smack and putting bombs on each other. Hilarious.
Just to let you know that performance was not so great in split screen mode. I am sure optimizations will come later but just wanted to let you know with my current setup. Windows 8.1 AMD Phenom II 6 core 1090T Radeon 7950 graphics card 16GB ram 1920x1080p
It ran split screen somewhat smooth and playable when doing the first few races with low or regular traffic. when hitting the fence and having it explode it was like the physics were not loading on the GPU and would get a big slow down.
Also when we got to the crazy car mode and raining cars it was pretty much unplayable in split screen mode. we had detail set to the lowest or fastest and it was still really choppy. We were laughing trying to drive through that chop fest.
Still had a lot fun. I hope you can get these physics accelerated. You should use Havoc or something that works on all cards. I would be disappointed if it was phyx and only the green team can benefit.
Okay, having played for a few hours, here are my thoughts (in no particular order).
* Liked the change to melee combat - counter is a nice ability, needing skill/timing. * Car on car collisions are improved, and the debris is well done, if a little OTT for my tastes. * Racers are often still immune when colliding with a car - instead of being unseated, we'll bounce off at a weird angle and find ourselves suddenly driving away from the road at a perpendicular angle, or climbing a cliff face. It's actually more of a hindrance than being unseated! * But when we are unseated, the return to the race is much faster. * Visuals, especially animations, are nicely improved. * Liked the "take out five other riders" mission. * Disliked the car rain level - well implemented sure, but feels incongruous to me. * Disliked the pipe bombs. * Loved the sticky bombs! However, there shouldn't be an unlimited supply of them in any one level, imo. * The boost you get from the nitro is improved, but I don't like the double tap on accelerator method - too easy to nitro when you're simply trying to nudge yourself alongside an enemy. * Still dislike the "unified" health bar. * Wow, HUGE improvement re: rubber-banding - races feel fair, win or lose. * New tracks are nice - love the addition of inclines where we can get airborne. * However, cars are also getting airborne on these inclines - shouldn't be happening imo. * Traffic in general feels unrealistic to me - cars resuming their journey after being involved in a huge collision etc. * Cops, yay! Their bikes could look beefier á la highway patrol forces', but that's not important at this stage of development I guess. * I still think there's too much dust and smoke from collisions - making it through a wreck is down to luck now rather than skill (you genuinely can't see). * A lot of the changes above have made the game feel a little easier than the first version, imo. Not a complaint as such, just an observation. Maybe AI riders could have their hit-points increased, or take less damage than they do now. And full online MP will of course make that redundant. * Would change the button layout - Y to counter, X and B to attack left and right respectively, and A to kick. Again, not important in the grand scheme, as I'm sure button assignation will be included in final release.
Have only had one game-breaking moment so far - after being unseated, you're "dropped" back onto the track from above. Sometimes, you're dropped in an unfortunate spot!
Was literally stuck, had to restart.
Overall view - you're definitely on the right track. I'm very impressed, and think there's been a big improvement since v0.001 (which was already a steady starting point). There are some design decisions that I'd do differently myself, but it's coming together nicely overall. There were a couple of other points I wanted to make, but can't remember them now. Will post again if I think of them.