Grip Trailer 1 discussion

Discuss the trailers, news or campaigns related to GRIP
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Dups
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Grip Trailer 1 discussion

Postby Dups » Wed Jul 08, 2015 2:00 pm

https://www.youtube.com/watch?v=fa9BbLRceCA

It looks super great, but something I immediately noticed was the really slow camera when following your car. You could also feel the heaviness of the cars just from watching the trailer, I think that making them a little more "arcadey" is a good idea.

What do y'all think? What did you notice?
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Dups: who is codemonkey
Dups: dont know the guy
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potterman28wxcv: he says he is an old ATD dev
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Re: Grip Trailer 1 discussion

Postby harrisonosirrah » Wed Jul 08, 2015 2:09 pm

I loved the part of the tunnel where you are forced to drive on the floor. Sections like that where you have to be on the floor or ceiling seem cool to me. I also loved the giant shadow that the antennae (with the purple flashing light) cast over the race track, it made the world feel big and epic.

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Re: Grip Trailer 1 discussion

Postby Dups » Wed Jul 08, 2015 2:13 pm

Yeah, the feeling of openness in the trailer is great.
/╲/\( ͡° ͡° ͜ʖ ͡° ͡°)/\╱\

Dups: who is codemonkey
Dups: dont know the guy
potterman28wxcv: yeah i don't know if i can trust him
potterman28wxcv: he says he is an old ATD dev
potterman28wxcv: like wtf is ATD ?
Dups: attention to dicks?

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Re: Grip Trailer 1 discussion

Postby Unreal.2K7 » Wed Jul 08, 2015 2:22 pm

What about missiles? Them sexy smoke trails, hhhnngggg!!
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Re: Grip Trailer 1 discussion

Postby Tazeram » Wed Jul 08, 2015 2:24 pm

Everything everyone else has said! That planet is sexy!

I just love the detail made on random things like the antenna, and i see multiple routes that you can choose to go, which is just what i wanted!

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Re: Grip Trailer 1 discussion

Postby KazzyMac » Wed Jul 08, 2015 2:54 pm

I'm just hoping that the cars tumble as crazy as they do in Rollcage when they get hit. :P

'Course, I know the handling and stuff isn't finalised so likely the cars will become different in driving mechanics at some point. either way I wish i could play that sh*t. hnnnnn. :I
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Re: Grip Trailer 1 discussion

Postby Moo » Wed Jul 08, 2015 3:46 pm

The level of hype I experienced when i saw the trailer cannot be mesured. At all. So far everything looks great, but...

I don't really dig the HUD. The weapon icons look really akward to me, as well as the font choice. It looks too big in the trailer, too.

But oh, what the heck, that's not important now. I mean, look at those graphics! The gameplay! The surroundings! It's a bloody christmas miracle! :o
sus

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Re: Grip Trailer 1 discussion

Postby Stinkinmushroom » Wed Jul 08, 2015 5:22 pm

Moo wrote:The level of hype I experienced when i saw the trailer cannot be mesured. At all. So far everything looks great, but...

I don't really dig the HUD. The weapon icons look really akward to me, as well as the font choice. It looks too big in the trailer, too.

But oh, what the heck, that's not important now. I mean, look at those graphics! The gameplay! The surroundings! It's a bloody christmas miracle! :o


What dont you like about the icons? Is it the general design of it, the color, the hexagon shape?

Trailer looks great so far, cant wait to see it with some DnB next time !!

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Re: Grip Trailer 1 discussion

Postby Tazeram » Wed Jul 08, 2015 5:39 pm

Moo wrote:I don't really dig the HUD. The weapon icons look really akward to me, as well as the font choice. It looks too big in the trailer, too.


Hmmm, the speedometer is quite large on the screen, but because it is grey and simple, it is not dominant or catching to the eye for me. I think it's fine.

I really dig those Hexagon shapes for the weapons!

The overall style, it's like... simple, but sci-fi in theme!

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Re: Grip Trailer 1 discussion

Postby Moo » Wed Jul 08, 2015 5:45 pm

Stinkinmushroom wrote:What dont you like about the icons? Is it the general design of it, the color, the hexagon shape?


The shapes are fine. It's just that the icons in them just look really weird. The size, placement and all that. I remember Rollcage and it's sequels' icons looked good because they used as much inner area as possible without looking gross.

Wipeout Pulse and HD knew how to fit hexagonal weapon designs in there, too. Not too odd-looking or cluttered, so you could easily tell what it was for at first sight. Here... Not so much.

EDIT: Those are octagons, y'all.
sus

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Re: Grip Trailer 1 discussion

Postby Tazeram » Wed Jul 08, 2015 5:54 pm

Moo wrote:EDIT: Those are octagons, y'all.


So they are! I trusted the guy who posted before me! :lol:
Last edited by Tazeram on Wed Jul 08, 2015 5:55 pm, edited 1 time in total.

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Re: Grip Trailer 1 discussion

Postby Unreal.2K7 » Wed Jul 08, 2015 5:54 pm

Btw, /u/ItsKiino posted on /r/Games the trailer. It's on the front page there now.

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Re: Grip Trailer 1 discussion

Postby Tazeram » Wed Jul 08, 2015 5:57 pm

That's awesome! We need to keep spreading the word to lingering RC fans, wherever they may be! :P

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Re: Grip Trailer 1 discussion

Postby Justify » Wed Jul 08, 2015 5:57 pm

I love everything that I saw in the trailer, but I don't like the HUD either. It's a very basic HUD. I don't think much focus was on developing it till now, absolutely understandable. The icons don't look that good either, but I can't quite grasp what is wrong with them. They are just a bit too bland.

Back when I played rollcage I sometimes had the problem to not know what power ups I just picked up. Though I think it was a bigger problem in RC2 than RC1. The reason for this was, because I was so focused on the race (especially in the higher difficulties) I couldn't afford to look to the bottom left of the screen. Because you know: everything is happening pretty fast in RC.

That brings me to an idea. Maybe there is a way to integrate the indication for the weapons/power ups directly into the models of the cars instead of a hud. That way you make the game a bit more immersive. You could make that an option in the config menu so people can play it like they are used to, if they want to. It should be subtile but obvious. Like a shiny texture on the car that changes - like a outside display or something. Nothing that changes the appearence of the cars too much. Or just give each power up a different color and make some part of the car glow in that color, make it more obvious for double-power-ups.

Or maybe I'm just over-thinking this. I'm just so excited.

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Re: Grip Trailer 1 discussion

Postby potterman28wxcv » Wed Jul 08, 2015 6:04 pm

Justify wrote:That brings me to an idea. Maybe there is a way to integrate the indication for the weapons/power ups directly into the models of the cars instead of a hud. That way you make the game a bit more immersive. You could make that an option in the config menu so people can play it like they are used to, if they want to. It should be subtile but obvious. Like a shiny texture on the car that changes - like a outside display or something. Nothing that changes the appearence of the cars too much. Or just give each power up a different color and make some part of the car glow in that color, make it more obvious for double-power-ups.

I get what you would like : something like FTL, where you have no text showing which weapons the enemy has activated, but by the shape of the weapon you know what it is.

With a fast paced game that will be GRIP, I don't think you would have time to watch for this kind of detail. You have to see something simple to be analysed by your brain in no time. If it's directly in the model of your car, instead of a quick glance at the bottom left, you'll have to look at your car, guess what the weapon is, and the time you do that you will have lost your focus on the road.

That would make the game look a little less Arcade also. Would that be good or bad, no idea.
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Re: Grip Trailer 1 discussion

Postby Unreal.2K7 » Wed Jul 08, 2015 6:09 pm

Probably a bad idea since if you're spinning down a tunnel and have the car in a weird angle, or if you're immersed in smoke and particles, you won't see that. That's why HUDs are common: they're overlaid over the potential mess.
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Re: Grip Trailer 1 discussion

Postby Stinkinmushroom » Wed Jul 08, 2015 6:16 pm

Justify wrote:I love everything that I saw in the trailer, but I don't like the HUD either. It's a very basic HUD. I don't think much focus was on developing it till now, absolutely understandable. The icons don't look that good either, but I can't quite grasp what is wrong with them. They are just a bit too bland.

Back when I played rollcage I sometimes had the problem to not know what power ups I just picked up. Though I think it was a bigger problem in RC2 than RC1. The reason for this was, because I was so focused on the race (especially in the higher difficulties) I couldn't afford to look to the bottom left of the screen. Because you know: everything is happening pretty fast in RC.

That brings me to an idea. Maybe there is a way to integrate the indication for the weapons/power ups directly into the models of the cars instead of a hud. That way you make the game a bit more immersive. You could make that an option in the config menu so people can play it like they are used to, if they want to. It should be subtile but obvious. Like a shiny texture on the car that changes - like a outside display or something. Nothing that changes the appearence of the cars too much. Or just give each power up a different color and make some part of the car glow in that color, make it more obvious for double-power-ups.

Or maybe I'm just over-thinking this. I'm just so excited.


The hud is definitely still a work in progress so expect a redesign etc. Thanks for the feedback. For information, i contacted the devs and asked if i could help somehow by doing a logo animation. You can see it at the end of the trailer. Then they asked if i cod design the hud in the last week and i gave em the one you saw in the trailer. Its definitely not final so your feedback is very welcome. I designed it with the logo lines in mind. That why its very straight and octogonal. I dont have much experience with designing huds hehe as I specialise more in video animation. Anyway, like said before its a work in progress definitely and I hope we'll be able to find a cooler/ more appropriate design for the icons.

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Re: Grip Trailer 1 discussion

Postby Unreal.2K7 » Wed Jul 08, 2015 6:18 pm

You did the GRIP logo animation in the end? Amazing work, it's really Awesome!!
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Re: Grip Trailer 1 discussion

Postby Stinkinmushroom » Wed Jul 08, 2015 6:20 pm

Unreal.2K7 wrote:You did the GRIP logo animation in the end? Amazing work, it's really Awesome!!


Thanks man :D

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Re: Grip Trailer 1 discussion

Postby Tazeram » Wed Jul 08, 2015 6:25 pm

Well i personally like the style of the HUD. Not obtrusive to the eye, due to subtle grey colour and its simplicity, yet classy and has elements of a Sci-Fi theme.

One suggestion, taking into consideration Justify's comment, is that the weapons or power ups inside the octagons could each be individually colour coded. That way you could potentially notice what weapon or power up you have in the corner of your eye, without having to properly look down and notice the shape of the icon.

I'm not sure how much that would actually help, but it's a suggestion!


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