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The Not So Official Dev Blog

Posted: Thu Sep 17, 2015 5:17 pm
by potterman28wxcv
Hi there fellow racers !

Chris has named me to be the liaison between the dev team and the community.

Every now and then, Chris will give me updates about GRIP's development, and I will share them with you.

19th of September: 24th of September: 08th of October:23rd of October:06th of November:17th of November:6th of May:17th of May:1st of July:

Re: The Not So Official Dev Blog

Posted: Thu Sep 17, 2015 5:30 pm
by Yrch
Yay!
im sure a lot of people are happy to hear the little things that are going on behind the curtain.

Re: The Not So Official Dev Blog

Posted: Thu Sep 17, 2015 7:29 pm
by StickyBassline
Sweet, love to see development progress :)

Re: The Not So Official Dev Blog

Posted: Thu Sep 17, 2015 10:32 pm
by yellowquiet
I for one welcome our new ambassador pottyman.

Re: The Not So Official Dev Blog

Posted: Fri Sep 18, 2015 3:37 am
by Unreal.2K7
Yay! One serving of awesome please! :D

Re: The Not So Official Dev Blog

Posted: Fri Sep 18, 2015 5:42 am
by Yrch
yellowquiet wrote:I for one welcome our new ambassador pottyman.


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Re: The Not So Official Dev Blog

Posted: Sat Sep 19, 2015 1:01 am
by Chris_CE
Well, since I'm on the forum, I might as well give you guys a bit of an update (potty, feel free to edit this into your first post):

    - We're currently working on an Arena level to hopefully be released with the first version of early access, to play in Arena mode (boom, baby)

    - Rob's been hard at work on AI programming. Now the vehicles use pick-ups intelligently against you and other opponents, and they navigate the course better, taking alternate routes and deviating to pick-up platforms

    - We've got a big interview coming up, which is pretty exciting :)

    - OGRE Sound is looking to turn the dnb music from the "Dance of Destruction" trailer into a full song for the first or second release of GRIP on early access. Plus, other musicians on the roster are experimenting with some new sounds. Get hyped

    - As for myself, I've been handling a lot of business activities, but also working on the current Jahtra track. It's got to be turned into a full circuit, plus I've been manipulating the scale of things to make the cars appear as big as they are. Not an easy thing to do, actually.

That's it for now. Hope you enjoyed this little inside look into dev ;)

Re: The Not So Official Dev Blog

Posted: Sat Sep 19, 2015 4:16 pm
by Yrch
Chris_CE wrote:
    - We've got a big interview coming up, which is pretty exciting :)



oh man i love dev interviews!
its really exciting to follow a games developent, specially getting to compare alpha stuff and ideas with the full game and see the change over time a game went through.

Re: The Not So Official Dev Blog

Posted: Sat Sep 19, 2015 8:31 pm
by KazzyMac
#swag #yolo #nbd

I'm looking forwards to seeing how you improve the bots from Rollcage 1/Stage II. I mean, even today they race in a very human manner (I still rate the AI of Rollcage some of the most 'realistic' and fair AI, excluding their inability to aim missiles at cars of course :p up there, believe-it-or-not, with the AI of destruction derby/DD2. I still rate the AI of DD2 some of the most challenging to beat even today, I only ever managed it with a wheel heh >.>)

Re: The Not So Official Dev Blog

Posted: Sun Sep 20, 2015 6:56 am
by Yrch
KazzyMac wrote:#swag #yolo #nbd

I'm looking forwards to seeing how you improve the bots from Rollcage 1/Stage II. I mean, even today they race in a very human manner (I still rate the AI of Rollcage some of the most 'realistic' and fair AI, excluding their inability to aim missiles at cars of course :p up there, believe-it-or-not, with the AI of destruction derby/DD2. I still rate the AI of DD2 some of the most challenging to beat even today, I only ever managed it with a wheel heh >.>)


Agree.
Rob told me that the RC AI abides the same physical laws and restrictions like the human player (unlike a bunch of other games where they flat out cheat or drive pre-set lines)
even though they dont handle some weapons that well its funny to see the AI making mistakes and actually being affected by stuff like explosions and shockwaves. It makes the game tough on the highest diff. but it doesnt feel cheap compared to lets say F-Zero GX or the old NFS games.
being beaten in a fair manner is just a lot more fun than being destroyed by someone/something that has an obvious edge.

Re: The Not So Official Dev Blog

Posted: Thu Sep 24, 2015 10:15 am
by potterman28wxcv
When Chris is messing around with the terrain

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Re: The Not So Official Dev Blog

Posted: Thu Sep 24, 2015 2:10 pm
by KazzyMac
Yrch wrote:
KazzyMac wrote:#swag #yolo #nbd

I'm looking forwards to seeing how you improve the bots from Rollcage 1/Stage II. I mean, even today they race in a very human manner (I still rate the AI of Rollcage some of the most 'realistic' and fair AI, excluding their inability to aim missiles at cars of course :p up there, believe-it-or-not, with the AI of destruction derby/DD2. I still rate the AI of DD2 some of the most challenging to beat even today, I only ever managed it with a wheel heh >.>)


Agree.
Rob told me that the RC AI abides the same physical laws and restrictions like the human player (unlike a bunch of other games where they flat out cheat or drive pre-set lines)
even though they dont handle some weapons that well its funny to see the AI making mistakes and actually being affected by stuff like explosions and shockwaves. It makes the game tough on the highest diff. but it doesnt feel cheap compared to lets say F-Zero GX or the old NFS games.
being beaten in a fair manner is just a lot more fun than being destroyed by someone/something that has an obvious edge.

The AI cheat in only one way, if you can even call it 'cheating'. Their weapon 'pools' seem different from the players' (as in, the AI rarely ever gets time warps, and I've seen Yuri get a wormhole in 1st place from a 'perfect lap' bonus).

But yeah, it's really good AI.

Re: The Not So Official Dev Blog

Posted: Thu Sep 24, 2015 4:12 pm
by potterman28wxcv

Re: The Not So Official Dev Blog

Posted: Thu Sep 24, 2015 9:03 pm
by Yrch
proves that GRIP is for everyone!
btw. nice laugh :D

Re: The Not So Official Dev Blog

Posted: Fri Sep 25, 2015 4:42 am
by Torben
Actually a pretty clever move from Chris to let his mom play the game. It's the best way to see if your controls / game feedback is really as simple and clear as it is designed to be.

Re: The Not So Official Dev Blog

Posted: Fri Sep 25, 2015 7:16 am
by tjgcrush
potterman28wxcv wrote:Chris' mom enjoying GRIP :P

lucky lol

Re: The Not So Official Dev Blog

Posted: Fri Sep 25, 2015 9:41 am
by yellowquiet
I have a mom who could totally test things early on.

Re: The Not So Official Dev Blog

Posted: Sun Sep 27, 2015 7:18 am
by KazzyMac
I thought that was a joke at first.

I clicked it.

My jaw dropped.

Re: The Not So Official Dev Blog

Posted: Sun Sep 27, 2015 10:53 am
by Unreal.2K7
Does that woman realize that there are a bunch of people all over the world, whom she never knew, that now envy her? The power of the internet...

Re: The Not So Official Dev Blog

Posted: Sun Sep 27, 2015 4:30 pm
by Torben
Unreal.2K7 wrote:Does that woman realize that there are a bunch of people all over the world, whom she never knew, that now envy her? The power of the internet...


I'm sure Chris informed her about the risks of becoming a forum celebrity, and the rituals we all shall perform daily in her hono(u)r.