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by Demigan
Mon Mar 21, 2016 4:23 pm
Forum: GRIP Early Access Feedback
Topic: Current patch feedback
Replies: 6
Views: 1828

Current patch feedback

So I played a few games to see how far you guys have gotten, and from what I've seen there's a lot of progress! First things first: I tested all tracks in reverse and one in mirror. The Industrial and pipeline tracks (don't know the name) are wonderful, and the dev that handled the pipeline map at t...
by Demigan
Mon Mar 07, 2016 9:09 am
Forum: Developer Polls
Topic: [POLL] Are the cars "floaty"?
Replies: 21
Views: 9133

Re: [POLL] Are the cars "floaty"?

Voted "No". I mean, giant tanks driving at 700kph hit obstacles and fly away, what did anyone expect? Anything other than GRIP/Rollcage car would effing explode upon contact of anything with the kinetic energy alone. If we go into that department, you have to include the fact that the car...
by Demigan
Mon Mar 07, 2016 8:48 am
Forum: Developer Polls
Topic: [POLL] Are the cars "floaty"?
Replies: 21
Views: 9133

Re: [POLL] Are the cars "floaty"?

I've gotten an activation code from psppwner300 (thanks a bunch) and have now gotten some experience driving. I think I've narrowed down some of the reason why the vehicle feel floaty. The moment you hit something, anything, your input seems to stop mattering much. You can steer left, right, let go ...
by Demigan
Sun Feb 28, 2016 3:10 pm
Forum: Game Modes
Topic: Total Campaign
Replies: 37
Views: 16138

Re: Total Campaign

Here guys, I made this total points breakdown chart a couple weeks ago: https://www.dropbox.com/s/90jev1ez3c726am/Racing_Points_Breakdown.xls?dl=0 This was done quickly, so nothing is final. Post your thoughts if you want. Chart looks good, but as Similii said the maximum speeds might need to be di...
by Demigan
Sun Feb 28, 2016 2:54 pm
Forum: Vehicles
Topic: Discussion of how cars should react to each other
Replies: 9
Views: 3797

Re: Discussion of how cars should react to each other

Aside from the insurance details, I would say that the faster you go, the more effect you have on your enemy and the less effect it has on you. That's not exactly realism, but I do think it's good game mechanics that would fit in Grips racing game. Sure even when you go max speed and hit a non-movin...
by Demigan
Sun Feb 28, 2016 3:40 am
Forum: Grip General Discussion
Topic: [GRIP Game Giveaway] Insert Crappy Pun Here
Replies: 13
Views: 4972

Re: [GRIP Game Giveaway] Insert Crappy Pun Here

In fifteen years we'll have the most GRIPping tales to tell.
by Demigan
Sat Feb 27, 2016 4:12 pm
Forum: Vehicles
Topic: Different grip levels in GRiP
Replies: 8
Views: 3627

Re: Different grip levels in GRiP

You're talking of countering/nullifying the normal force - but you still have to counter the downforce (so gravity basically). Whoeps yeah most of my explanations are based on downforce. The Van Der Whaals one doesn't and the super-sticky surface wouldn't either. I would go for the Van Der Whaals f...
by Demigan
Sat Feb 27, 2016 4:06 pm
Forum: Game Modes
Topic: Capture the Flag
Replies: 34
Views: 10992

Re: Capture the Flag

This is just overkill in my opinion. If the player stops, he is likely dead in the next few seconds anyway. No need to add a "drop the flag" thing in addition to that. Besides, it kills possibilities like hiding on top of some building or something. Like if you know you're doomed, you cou...
by Demigan
Fri Feb 26, 2016 9:46 am
Forum: Off Topic - No Politics or Religion
Topic: I am simply the best video game driver (not bragging totally)
Replies: 23
Views: 7993

Re: I am simply the best video game driver (not bragging totally)

Well I can't brag about supa-dupa scores, times or combat capability. But I can brag about this one instance in RC1 where during a split-screen race with my brother I managed to hit every single racer (both the bots and my brother) with one driller rocket on the last stretch of that map with the min...
by Demigan
Fri Feb 26, 2016 9:21 am
Forum: Game Modes
Topic: Capture the Flag
Replies: 34
Views: 10992

Re: Capture the Flag

Here's how I would do a CTF mode (first a TL: DR list, explanation as to why and how below) If you move below a certain speed, the flag will be dropped after 0 or 3 seconds (for example). If you go slower you won't even be able to pick the flag up in the first place. Map design allows players to rac...
by Demigan
Fri Feb 26, 2016 8:36 am
Forum: Game Modes
Topic: Attack/defense mode and CTF
Replies: 2
Views: 1706

Re: Attack/defense mode and CTF

For attack/defense, attackers would have to be outnumbered and have destroyable cars, otherwise they would just always win :P CTF : http://forum.cagedelement.com/viewtopic.php?f=9&t=687 Yeah I realized later what kind of chore it would be to give the defenders enough defenses to stop the attack...
by Demigan
Fri Feb 26, 2016 8:26 am
Forum: Vehicles
Topic: Different grip levels in GRiP
Replies: 8
Views: 3627

Re: Different grip levels in GRiP

You could create tunnels with 100% grip (you can stand still on them while upside down) that go vertical. MMmmm... :geek: Do you know how gravity works? Don't you mean magnetised? We have cars that flip their downforce on a whim without changing their outer facings, I think we can have a bit of sus...
by Demigan
Fri Feb 26, 2016 4:56 am
Forum: Weapons and Power-ups
Topic: Basic incapacitation model?
Replies: 2
Views: 1379

Re: Basic incapacitation model?

In short, weapons should not stop the flow of the game that much. Which is a problem specific to the more general "weapon balancing" problem This kind of stuff (weapon "freeze" duration, severity of punishment, etc..) can all be modified along Early Access. If the devs implement...
by Demigan
Fri Feb 26, 2016 4:53 am
Forum: Suggestions
Topic: [LISTED] Reverse tracks
Replies: 15
Views: 4439

Re: Reverse mode

potterman28wxcv wrote:Just merged your thread into the original one for reverse mode

Yes, developers have reverse mode in mind :)


Ah didn't see it, thanks.

Very nice! Love to see this added on most (if not all) maps!
by Demigan
Thu Feb 25, 2016 5:30 am
Forum: Suggestions
Topic: [LISTED] Reverse tracks
Replies: 15
Views: 4439

Reverse mode

I just remembered a little racing game called Revolt. It had the unique ability to drive every single track in mirror, reverse, and mirrored reverse mode. Now I don't care much for mirror mode, it's a nice addition but unless it barely costs developer time it's not really worth it. But reverse mode....
by Demigan
Thu Feb 25, 2016 5:20 am
Forum: Game Features
Topic: Thousands in lap times
Replies: 6
Views: 4406

Re: Thousands in lap times

Yes, a definite yes. I'm not really that interested in my times on world-leader boards, especially since 90% of the world-leader boards anywhere are dominated by cheaters. But whenever I'm doing any multiplayer game against friends and we get incredibly close to the finish line, we stay on the edge ...
by Demigan
Thu Feb 25, 2016 4:56 am
Forum: Vehicles
Topic: Decorative Customisation!
Replies: 15
Views: 8146

Re: Decorative Customisation!

Visual customizations - including both paint and body mods - are planned. I don't know if bodywraps/vinyls are planned, but as long as they're not too gaudy (or the devs go full "F-it" mode and allow us to import our own pictures for decals) I think it'd be cool. Is Tha Dopefish too gaudy...
by Demigan
Thu Feb 25, 2016 4:34 am
Forum: Weapons and Power-ups
Topic: Signature Weapons
Replies: 4
Views: 1976

Re: Signature Weapons

If "signature weapon" means "A unique weapon for only one car" then an absolute no. If signature weapon means certain traits given to already existing weapon when used on a specific car, such as a better boost or more bang for your buck then it might be worth looking into, as lon...
by Demigan
Tue Feb 23, 2016 8:39 am
Forum: Vehicles
Topic: Decorative Customisation!
Replies: 15
Views: 8146

Re: Decorative Customisation!

Might be a bit too much Rocket League's "if it's weird it fits" mentality and less Grips "Monstrous vehicles barrelling down the track at incredible speeds while shooting rockets at each other". I'm all for decorative customizations though... Sharkteeth https://upload.wikimedia.o...
by Demigan
Tue Feb 23, 2016 8:29 am
Forum: Vehicles
Topic: Different grip levels in GRiP
Replies: 8
Views: 3627

Re: Different grip levels in GRiP

I think that's a good idea and that they are going to add different surface grips anyway, but I'm not sure. I think that it would be a perfect idea to increase the game's versatility and posibilities by adding different grip area's. You could create tunnels with 100% grip (you can stand still on the...

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