Real Racing voor de iPhone komt in April! Ik vind het de mooiste Race Game voor de iPhone die ik tot nu toe heb gezien en volgens mij ook de eerste met een Cockpit view. Er komt in het spel een online leaderboard per Race Categorie en misschien wel een echte online multiplayer mode! Ik kan niet wachten :D
En nog wat vragen en informatieve antwoorden van een forum:
(klik op show)
Spoiler
Citaat:
Q: Seems like this is going for the "sim" racing experience (which has been missing from app store thus far). As such i feel the physics engine will need to be great to achieve that.
1. What sort of effects are included in the physics model? Will things like tyre grip, aerodynamics, centrifugal affects, downforce, drag, fuel - weight etc be modeled accurately?
I am continually surprised by the depth of knowledge on these forums. All the things you mentioned are included in our model except for fuel and its effect on changing the weight. Having said that, our aerodynamic modelling is pretty simplified.
One critical component of the car model is suspension and the way that the weight of the car shifts to different tyre patches and affects steering, braking and acceleration forces. When it comes to car simulation, weight shifting and the rubber on the road is 90% of the problem. Centrifugal effects arise naturally from the rigid body physics model. Aerodynamics, engine and drive train simulation are all important but can be simulated to 90% accuracy with extremely simple approximations (so that is how we simulated them, simply). They tend not to make or break the fun factor.
After including all of these things, we have had to manipulate the model to ensure that it is, above all, heaps of fun. We are aiming for the handling to feel fun and realistic and you have to make some compromises on realism to achieve this. However we aren't just tearing up the rule book like a street racing game. In that sense, we still say that we are a sim.
One example of a little cheat that maybe I shouldn't admit to: all the cars are modelled like a rear wheel drive. This is fine for the muscle cars, but probably not so realistic for hatchbacks which should be front wheel drive. However, we think rear wheel drive behaviour is more fun than front wheel drive!
2. Is there car damage?
No. We like the idea but there are tradeoffs involved. We haven't ruled out car damage as a future direction for Real Racing.
3. Will there be fuel consumption/pit stops?
No.
4. Will other AI cars make mistakes or try and take you out?
Yes, they are actually quite mean at the moment, but you can be equally mean back. We have tried to make the AI a little more like how people play. Instead of getting everything perfect, they will sometimes slide out themselves and get in trouble. There are moments in the videos where you can see this. We're still refining the AI and with further focus testing we may still change our approach on this.
5. Can we play music from ipod, with SFX?
Yes.
6. Future of real racing - OS 3.0 - DLC, multiplayer improvements - will 3.0 affect the future direction of the game? If so, how?
I am certain that there will be some cool things in 3.0 that we will use in future updates or versions of the game, but we aren't making update plans yet.
7. Are the cars and tracks unique or based on real life versions?
They are unique. We had a lot of discussions surrounding licensing early on, and it wasn't an easy decision not to go for it. The decision to avoid licensing was to maintain the fullest creative control. Once we made this decision, we actually felt quite liberated. We are now able to focus on a very pure sort of design.
8. Will each car have a different cockpit?
Each class has a different cockpit, rather than each car.
9. Will each car have different properties?
We're still working on this. However they are designed for close pack racing so the variations are marginal and we have to keep things balanced for online competition. If you can gain just half a second per lap, that can be the difference between winning and losing.
10. Will the game feature car mods - unlock better tyres, turbos, brakes etc?
We are toying with something here, but probably not in the first version. We have a number of ways to progress and improve through the game, classes, divisions, new championships and differently specced cars.
Q. is their online muliplayer like in raging thunder
Q: Or even just local Wi-Fi multiplayer? I'm talkin' trading paint, not comparing times...
A: We’ll be able to answer these questions closer to release!
Q: When can we expect to be able to buy it?
A: April 2009.
Q: Bonus question: A few people have commented on the apparent difficulty of staying on the track.
A: Arn hit the nail on the head with his speculation, we got a bit carried away by the cool offroad effects and included too many of those in the video. The cars aren't on rails so while it's possible to go off road, a decent driver won't have any problems staying on.
iMario
27-03-09 14:55
Ziet er goed uit!
Brian_NL
27-03-09 14:57
Lijkt me een mooi spelletje!
Bordyl
27-03-09 17:26
Ziet er idd best gaaf uit, één van de betere iphone-race games. Zeer goed voor diegene die het wachten op NFS beu zijn, normaal kwam die toch in maart uit?
Abu
08-06-09 18:35
En hij is uit! Eerste indruk is best wel goed. Het sturen gaat lekker en de A.I. van de tegenstanders is fantastisch. Het is me nog niet niet gelukt om eerste te worden. Ook de manier van gassen is goed uitgewerkt, omdat je overal op de rechter helft van je scherm kan drukken. Bij remmen is het andersom. De graphics zijn de mooiste die ik tot nu toe heb gezien en het is volgens mij ook het eerste spel met een Cockpit view
iKolia
08-06-09 19:08
ziet er leuk uit maar ik hou het bij nfs.
shikaru
09-06-09 02:25
ziet er wel tof uit :)
Uncle
09-06-09 09:40
op zich een prima game maar voldoet lang niet aan de beloften die ze maken... deze game is zeker niet beter dan een hoop andere racegames op de iphone die ik ook heb...
wel een voordeel dat je de besturing in 4 verschillende standen kunt zetten want het grootste nadeel van NFS is toch wel de autoacceleration dus was blij dat ik dat in RR gelijk uit kon zetten :-p