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Grip Trailer 1 discussion - Page 2 - GRIP Video Game Forum

Grip Trailer 1 discussion

Discuss the trailers, news or campaigns related to GRIP
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KazzyMac
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Re: Grip Trailer 1 discussion

Postby KazzyMac » Wed Jul 08, 2015 6:50 pm



Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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Re: Grip Trailer 1 discussion

Postby Unreal.2K7 » Wed Jul 08, 2015 8:09 pm

Yeah like, in rc you have blue icons for defensive weapons, red icons for offensive ones.

Oh yeah? I'm so boring that
"Remember that if we weren't on early access, you wouldn't be playing this game until next summer (beta)"

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Re: Grip Trailer 1 discussion

Postby KazzyMac » Wed Jul 08, 2015 8:52 pm



Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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Re: Grip Trailer 1 discussion

Postby Torben » Thu Jul 09, 2015 5:30 am

About colo(u)r coding, don't forget to use any colorblind-friendly colo(u)rs.

About the trailer: love it. The interface is a bit big, but it has an advantage: it shows only the neccessary information - with the exception of lap count. That means you'll have the space. And a smaller interface might be...well...'too small'.

I'm pretty sure it will be modified during tests if people complain about the size, but it looks fine to me.
And the Dutch said: "Wees zuinig", and thus, somewhat later, we had the moneyz.


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Re: Grip Trailer 1 discussion

Postby Broscar » Thu Jul 09, 2015 9:55 am







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Re: Grip Trailer 1 discussion

Postby Moo » Thu Jul 09, 2015 10:32 am

sus

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Re: Grip Trailer 1 discussion

Postby KazzyMac » Thu Jul 09, 2015 10:50 am

Blur and Split/Second used the car as a sort of HUD (Split/Second moreso) by 'sticking' important things (in this case weapon icons and stuff) behind the cars. So having the weapon icons following the car directly could be possible?

Though, I'm hoping that we get some sort of sick jet-engine aftertrail, which might get in the way of those icons. :P Maybe an option to stick the weapon HUD in the center-bottom of the screen as opposed to the far-left would be a good idea? Then it's always right beneath the car and you don't need to look anywhere. Choices, choices.


Look at the road-holding on these babies. Clarkson would cream himself. :ugeek:

Broscar, your car skin is called Tropical. ; )

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Re: Grip Trailer 1 discussion

Postby Broscar » Thu Jul 09, 2015 10:53 am

I'm not moving the posts in this thread, but I've decided to create .
Let's use that for HUD suggestions and such :)






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Re: Grip Trailer 1 discussion

Postby Stinkinmushroom » Thu Jul 09, 2015 4:03 pm

So what do you guys think of this tracks design? I was really happy to see:

Multiple routes
Driving on the roof confirmed
Great atmosphere and lightning. It really looks great.

The next trailer should have a DnB tune to it :p

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Re: Grip Trailer 1 discussion

Postby Tazeram » Thu Jul 09, 2015 7:01 pm

Yeah, the track design is awesome!

Also, the level of graphics in general. It's amazing how two people are responsible for this games work thus far! Seriously talented!

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Re: Grip Trailer 1 discussion

Postby Chris_CE » Fri Jul 10, 2015 11:47 pm

I definitely want to add dnb to the next trailer. I had a lot of fun doing this one, though.

Thanks for the praise, guys :D

We've been working our asses off to get that to you.
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Re: Grip Trailer 1 discussion

Postby Tazeram » Sat Jul 11, 2015 7:03 pm

I keep watching the trailer over to get a good sense of the features in the game.

I just noticed that there is a subtle ripple effect in your field of vision when you use the booster power-up. That's pretty neat!

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Re: Grip Trailer 1 discussion

Postby Chris_CE » Sat Jul 11, 2015 11:59 pm

Yeah, Rob is working on that. It's not quite where we want it yet, but it's a nice indication of speed. It'll no doubt look better for the KS video
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Re: Grip Trailer 1 discussion

Postby Tiakh » Sun Jul 12, 2015 10:10 am

I really liked the trailer :) also got a friend to green light it on steam because of the trailer.

But what im missing are the trails of the backlight or/and the boosters. Having longer trails makes it feel faster.
Especially, while using a booster power-up. The faster you go the longer the trails ;)

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Re: Grip Trailer 1 discussion

Postby Tazeram » Sun Jul 12, 2015 6:50 pm

Maybe there could be more visible trails on tracks during the night... as i remember reading the game will have customisable day / night cycle and weather for each track.
Last edited by Tazeram on Sun Jul 26, 2015 1:14 pm, edited 1 time in total.

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Re: Grip Trailer 1 discussion

Postby Muskylounger » Sat Jul 25, 2015 9:38 pm

What I liked in the screenshots but didn't seem to make it into the trailer was the destructible pillars in the tunnel. They were there but didn't get hit. Hopefully they've got this working correctly for gameplay and in the final game there are bigger structures you can topple as well as lots of smaller destructible things like this.

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Re: Grip Trailer 1 discussion

Postby Chris_CE » Sun Jul 26, 2015 5:20 pm

Expect to see some destruction in the next video(s). We want destruction to be a big part of the game.

Also, I like the idea of doing long light trails in turbo or at night. I'm sold.
Expect to see that :P
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Re: Grip Trailer 1 discussion

Postby Xaotros » Sun Jul 26, 2015 9:52 pm

"We (Sony) never retire any franchise" - Shuhei Yoshida, the current President of SCE (Sony Computer Entertainment Inc)

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Re: Grip Trailer 1 discussion

Postby Muskylounger » Sun Jul 26, 2015 11:07 pm


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Re: Grip Trailer 1 discussion

Postby Stage III » Mon Aug 03, 2015 1:54 pm

What I noticed was that the camera is more akin to RC1. Also the scope seemed wider (tracks). RC2 for me it seemed as if every thing is miniature in scale cars and tracks.


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