GRIP Update v.1.1.0 is now on Steam!

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Chris_CE
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GRIP Update v.1.1.0 is now on Steam!

Postby Chris_CE » Fri Sep 16, 2016 11:20 am

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GRIP Early Access Release v.1.1.0 is now on Steam!
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NOTE: We debated releasing MULTIPLAYER with this patch, but stability issues convinced us otherwise. We're working hard to get multiplayer integrated ASAP. Game dev will be game dev :/

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Even without multiplayer, this is our biggest patch yet, with a ton of new content including a brand new MENU, a new VEHICLE, better CAR PHYSICS the new CARKOUR game mode, a new TRACK, and much more. Tons of things to keep you busy!

NOTE: GAMEPAD NAVIGATION IS NOT CURRENTLY WORKING IN THE MENU. We'll do our best to get it in with the Multiplayer patch

Other known issues with v.1.1.0:

  • Your input and car customization settings may not save the first time running the game. Subsequent runs of the game seem to save them properly.
  • Input assignment can be buggy. This will be fixed for next patch
  • Car colour customization in the garage can be strange when trying to achieve pure white. Try moving the hue bar to yellow if the car isn't bright enough.
  • Pickups balancing has a bug where you may get the same pickup more often than you should. We are looking into it.
  • Music ingame can stop playing. If this happens, exit the event and change the music volume value to try and reset it.
  • You may very rarely get a crash. If the game does crash, be sure to go into task manager and kill the process "Music Player" or Steam will still think the game is running
  • 21:9 and other wide aspect ratios have a bug where the HUD isn't centering properly. We are working on it.
  • Car rims turn red once the first LOD distance is hit. We'll fix this for next patch
  • In Carkour, if you make it to the end of the course but fail to grab the collectible, the end camera may get stuck even after reset. If this happens, you'll need to back to the menu and reload the map. This will be fixed for next patch
  • Sometimes the car exhaust effects fail to appear until the accelerator is let go an engaged again
  • Slow motion has been removed from the game for now, but the input value still exists in the settings

Here is the FULL CHANGELIST for patch 1.1.0:

Gameplay:
  • A new Cygon Cyclone car is now playable, with it's own sounds and visual effects. This vehicle is of the Speedster class, which is the same class as the Dominator. A middle class car is coming very soon, and we think you'll love it (Note: a new shield design specific to the Cygon manufacturer will be coming later as well)
  • The vehicle physics now have code that prevents the cars from launching into the air so much. You'll see a drastic improvement in how the car interacts with terrain and rocks. The cars also feel heavier upon landing
  • New Carkour game mode: This is our homage to Scramble mode from Rollcage Stage 2. This mode has you navigating an obstacle course to grab collectibles in the fastest time possible.
  • New Ultimate Race game mode: Instead of ranking the racers on just their position, Ultimate mode takes into account things like weapons use, average speed, and lap times to tally up a points total for each player. The player with the most points by the end of the race, wins.
  • Arena mode is now improved, with traditional deathmatch gameplay and more modes coming later.
  • Catch-up implementation is improved, with less obvious change in vehicle speeds. This helps keep the race pack together
Levels:
  • New Racetrack set on Liddo5 called Speedbowl! This track is our homage to a certain track from the original Rollcage ;) It's quite a simple map, but also a LOT of fun
  • Liddo 5 - Biodome: Overall layout and visual quality is much better, with a bunch of different ways to traverse the level. AI now use the ceiling of the dome as well. This map is a good showcase for fun Arena mode gameplay, and more arenas will be coming within the next few months
  • Norvos - FIC Outpost: Improved flow, smoothed terrain, added more pickups, improved overall visual quality and layout. Fixed a few collision issues, plus an issue where race checkpoints weren't working properly (The map is still very WIP)
  • Jahtra - Alhatra Wastes: Improved flow and greatly improved visual quality, with new structures throughout the map. Also improved AI pathing and performance. This map is still WIP, as some areas need re-doing and the reverse version's routes are not finished
  • Liddo 5 - Transport: Improved visual quality and fixed some collision issues
  • Jahtra - Yuri Industrial: Improved flow, AI pathing and tunnel entrance collision to be less frustrating
  • Festive: Removed this map for now, as it will be exclusive to the holiday season.
UI:
  • We have a brand new Menu, which is at least 100x better than the previous one. We're pretty proud of it :D This new menu also includes a GARAGE where you can customize your vehicles with different paint jobs, tires and rims. This is just the beginning of our car customization options.
  • The settings menu has a plethora of options for your tweaking pleasure, including FOV adjustment, HUD opacity, force feedback on/off, HUD damage effects on/off, FPS limiter and plenty of screen options
  • There is now a custom music jukebox in the audio options. Just drag your music into the jukebox folder and enable it in the menu to hear your tunes ingame!
  • The pause menu now has all the settings available from the main menu for easy adjustment
  • The HUD is improved in that it's easier to read and has more information. We've also added an indicator for mines on the track, as well as changed how missile targeting works, so let us know what you think of them
  • Input customization is now available in the settings menu. You're now able to set up your controls however you like! (NOTE: Some issues may occur with remapping controls. We're still working on them)
Pickups:
  • Missile navigation improved, plus fixed issues with specific parts of levels causing an assassin collision
  • Raptor MG now targets mines effectively, destroying them with one bullet
  • Pickup balancing is now better (though there are a couple bugs that need to be addressed)
Visual:
  • Chase camera improvements: You can now orbit the camera around the car, crashing is less disorienting, overall direction of camera is more intuitive
  • Cinematic cameras in demo mode/end of race improved, as well as depth of field effect
Audio:
  • Some tweaked and added sounds
  • Just a reminder that many sounds in the game (including car engines) are first versions and are subject to change/improve
Optimization/fixes:
  • Particle effects have been optimized and players should see an overall performance increase
  • Added LOD models for various level meshes, optimized some particle effects

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Coming in the next update:
  • MULTIPLAYER
Coming in the next few updates:
  • Player stats
  • Two new cars
  • A new racetrack
  • A new arena
  • More Carkour maps
  • An additional weapon
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As always, we'd love to hear your feedback. If you want to give feedback, or need to report any issues, please visit our forum (be sure to check the bugs and crashes lists before posting):
forum.cagedelement.com

Or visit the GRIP discussions page on Steam: http://steamcommunity.com/app/396900/discussions/

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!
 
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Copyright © 2016 Caged Element, All rights reserved.
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Re: GRIP Update v.1.1.0 is now on Steam!

Postby 0Blueaura » Fri Sep 16, 2016 11:48 am

thank you Caged Element
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Re: GRIP Update v.1.1.0 is now on Steam!

Postby aardvark » Fri Sep 16, 2016 12:39 pm

How do I change the camera now? +- isn't working anymore :(
Tried mashing through all keys on my keyboard but no luck :D

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby nakano » Fri Sep 16, 2016 12:54 pm

Arena: I think setting the time limit to 0 or kill limit to 0 should mean unlimited time/no kill limit.
Arcade: Played a few times. Norvos had some crash first. Grip apparently doesn't create any crash logs so cannot say more accurately what the reason could have been. Playing again and it worked fine. This time the track seems to count the laps too. In Alhatra Wastes it's now difficult to get into the tunnel at the beginning of track and never liked the pipe in the middle of that section too much which was added in some patch. But need to play more to get a better feeling from the new changes.
Carkour: Looks fun. Would like to see a Loop Gap -loop in race mode.

Thank you for the update!

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby Queadah » Fri Sep 16, 2016 1:01 pm

Yep, same as aardvark for zooming dezooming - I reckon this is going to be fixed rather soon, I saw 3 builds pushed in only 24h!
Devs are working on the clock.
nakano wrote:I think setting the time limit to 0 or kill limit to 0 should mean unlimited time/no kill limit.

I think it's a known bug. Agreed.

Sweet update otherwise, can't wait for proper MP :)

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby Huffy » Fri Sep 16, 2016 1:03 pm

Game crashed as I got hit by a missile, had to restart the pc so it installed an update and took like 40 minutes.

The new stuff looked cool but I don't know if I want to try again...

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby The Sudden Silent » Fri Sep 16, 2016 1:09 pm

---
Last edited by The Sudden Silent on Fri Sep 16, 2016 1:53 pm, edited 1 time in total.

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby The Sudden Silent » Fri Sep 16, 2016 1:53 pm

first founded problem music not work.

EMP weapon too common

CARCOUR
first 5 maps area is too bright im not see huds and same happen to level geometry im not see that because too hurt.

sometime camera is disaster and lock specific positions. (camera is too close)


[[[[[[[[[[[[ CARCOUR MODE NEED START LINE ITS EXTREMELY STUPID TIME START INSTANT WHEN GAME SAID GO]]]]]]]]]]]

level Line jump - my car cant go ceil on walls because something invisible wall block




i really want use WASD and arrow left keys same time (why i cant anymore using numpad keys camera? and why i cant change camera setups using keyboard like earlier build?


GARAGE
default colors button missing?

MOVE GARAGE MENU

Garage menu should be out there'd better spot for it.
in my opinion.
Now, will always go to the first page and selects and after that back.
http://imgur.com/a/eYHFc



Menu
too many scrolling bars on windows

many options is disaster

build number is missing




fatal error on biodome after start instant crash /sometime freezing on loading screens
Last edited by The Sudden Silent on Fri Sep 16, 2016 7:59 pm, edited 1 time in total.

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby Ryu Makkuro » Fri Sep 16, 2016 5:31 pm

Loving the Cyclone :D Not the biggest fan of Speedbowl, but definitely liking the improvements to Alhatra. And again, Cyclone, yay :D

The Sudden Silent wrote:why carage is on main menu interface why is not on somewhere on like earlier builds.

Wut? o.O
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Re: GRIP Update v.1.1.0 is now on Steam!

Postby Queadah » Fri Sep 16, 2016 5:39 pm

I'm adventuring a guess, Sudden Silent meant to say, Garage should have been the main menu. Right?

Somehow I imagined the whole menu being the whole garage floating in space, with camera focus changing inside of it (ref. a mockup I made), but this way is just as elegant. A tad too windowy perhaps but you can feel the arcade vibe this way.

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby StickyBassline » Fri Sep 16, 2016 5:50 pm

Woohoo 95% of the update is here! :D <3

The new menu is AMAZING, I'm very impressed with the garage!
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Car physics is Just right, I can't imagine how it needs to improve further, both collision and control is fantastic
Last edited by StickyBassline on Fri Sep 16, 2016 6:16 pm, edited 1 time in total.
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Re: GRIP Update v.1.1.0 is now on Steam!

Postby RacR268 » Fri Sep 16, 2016 6:10 pm

YAY! My update is installing now, looking forward to this lots of hype! :D

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby Mart-E » Fri Sep 16, 2016 6:56 pm

I think you should do the Speedbowl track smaller, the good point of the rollcage one was the short time to become 1st or 8th! now it seems like a NASCAR race xD but well, all the other things of the update are amazings!

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby ApexAzimuth » Fri Sep 16, 2016 8:21 pm

Absolutely loving this update!

*The menu looks seriously professional!
-I would love to see a shortcut to the garage in the event setup menu so we can change our car while we choose the track/event.

*The HUD improvements are spot on.

*Thanks for adding more options in the pause menu!

*The garage is amazing! The customization options are all I'd hoped for! The tyre/rim options are beautiful.
-Could we have control of the car's rotation in the garage so we can more easily focus on different parts of the car? Maybe let it spin on its' own until we control it with a click-drag action.

*I love the Cygon Cyclone! It's dripping with style! The change of sound/visuals with the chaingun is an unexpected delight! With the colors of the jet exhaust and the engine sound, I definitely get the sense that the Cyclone is more about lightweight, delicate technology and engineering finesse over pure brute force. The effects of the cannons give the impression that it's an energy weapon rather than kinetic (bullets), freeing the vehicle up from ammunition mass, which contributes to its style.
-I know the engine sounds are WIP, but here's my thoughts regardless. I think the Cygon's "Hum" is a bit too soft and too deep in the low band, making it blend ungracefully with the bass in the music (On my first play with the Cygon, I thought something was wrong with my speakers until I turned the music off). Maybe add some more "buzz" in the high shelf to compliment the hum (Sort of a high-rpm Formula-1 engine buzz. e.g.: https://www.youtube.com/watch?v=iWSt4CDNvgQ)

*Ultimate Race game mode is just what GRIP needs, great work here! (And good luck on balancing this for Multiplayer. It'll be worth it though!)

-I've noticed that the AI are getting EMP pickups ALOT more frequently in this build, and it's quite a buzzkill. Anyone else notice this?

Any estimate on when we'll be able to customize pickups?

*Totally amazing work here, guys! You've got the vision and you're following it perfectly. GRIP will be THE best futuristic racing game of all time, I'm sure of it!

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby wantfastcars » Fri Sep 16, 2016 9:55 pm

ApexAzimuth wrote:-Could we have control of the car's rotation in the garage so we can more easily focus on different parts of the car? Maybe let it spin on its' own until we control it with a click-drag action.

This is planned.

ApexAzimuth wrote:-I've noticed that the AI are getting EMP pickups ALOT more frequently in this build, and it's quite a buzzkill. Anyone else notice this?

Known bug exacerbated by generally small quantity of pickups.
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Re: GRIP Update v.1.1.0 is now on Steam!

Postby kerikeron » Sat Sep 17, 2016 12:58 am

Loved the Carkour challenges. I finished all of them and whoever thought of the donut ramp to start one of the challenges deserves a pat on the back. Very creative and very fun way to start a challenge.

The car customization is very nice as well. Hopefully there will be 1 or 2 more variants to patterns, maybe some kind of achievement/career unlockables or something.

One thing I'd like to complain about is that my favorite car was the dreadnought (Or whatever the tank on wheels is) and I couldn't complete some of the challenges purely because its acceleration wasn't enough. It would be a shame if the car variants are selected purely based on what mode you're playing. So I have to give a thumbs down to vehicle stats since they seem to affect the cars a bit too much as is.

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby VooDooQky » Sat Sep 17, 2016 5:14 am

LULZ! "Game over - Insert coin to continue??" : DDD

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Re: GRIP Update v.1.1.0 is now on Steam!

Postby 0Blueaura » Sat Sep 17, 2016 5:54 am

let me criticize a bit, because there are much more + than - to this update.

Carcour is not good. it lacks the soul of the old rollcage styled tracks (excluding the SPEED track, this one felt like the old games :D) in terms of many types of road surface, roads layout (and ideas for challenges were better), alien-like constructions, floating islands and storms. the mountains in first green maps seems very unproffesional, oversized grass texture on a little bit rounded block.

reset in carcour is worse than the one we have since pre-release. it seems that when we're falling into the "abyss" there is not really abyss but something dark. that we're falling through. like water perhaps? this should be deleted.

what was amazing though in later tracks the norvos rocky mountain ahead in the distance. it looked cool. but It would be even more cool if there was a planet like saturn in the sky, and more blocks floating even further in the distance.

I understand that carcour wasnt what Chris and perhaps caged element liked about rollcage. this can explain why these tracks and the mode was rushed. or maybe just the fact there was a delay between updates and they wanted to give us some recompensation that they will polish later on.

I believe this would be much better later into the game, to choose type of tires before going INTO the race, when they will have an impact on the car. not to just have them as a eye-candy when the game goes off the EA.

Thats all for the criticism, everything else seems better than ever. :)
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Re: GRIP Update v.1.1.0 is now on Steam!

Postby Chris_CE » Sat Sep 17, 2016 1:17 pm

aardvark wrote:How do I change the camera now? +- isn't working anymore :(
Tried mashing through all keys on my keyboard but no luck :D

Yeah this isn't good. :/
Will be fixed for next patch

nakano wrote:Arcade: Played a few times. Norvos had some crash first. Grip apparently doesn't create any crash logs so cannot say more accurately what the reason could have been. Playing again and it worked fine. This time the track seems to count the laps too. In Alhatra Wastes it's now difficult to get into the tunnel at the beginning of track and never liked the pipe in the middle of that section too much which was added in some patch. But need to play more to get a better feeling from the new changes.
Carkour: Looks fun. Would like to see a Loop Gap -loop in race mode.

Do you remember what was happening when the game crashed on Norvos?

Alhatra I made changes to that tunnel route because it was far too fast/easy. Now they are more balanced, although I might get rid of one speed pad on the long route

A loop-di-loop would be cool in a race, yea

Huffy wrote:Game crashed as I got hit by a missile, had to restart the pc so it installed an update and took like 40 minutes.

The new stuff looked cool but I don't know if I want to try again...

Hey huffy. You're saying the game crashed your whole PC and you had to restart the machine? Or the game crashed to desktop and you restarted your machine, at which point GRIP needed an update on Steam?

The Sudden Silent wrote:first founded problem music not work.

EMP weapon too common

[[[[[[[[[[[[ CARCOUR MODE NEED START LINE ITS EXTREMELY STUPID TIME START INSTANT WHEN GAME SAID GO]]]]]]]]]]]

level Line jump - my car cant go ceil on walls because something invisible wall block

i really want use WASD and arrow left keys same time (why i cant anymore using numpad keys camera? and why i cant change camera setups using keyboard like earlier build?

MOVE GARAGE MENU

Garage menu should be out there'd better spot for it.
in my opinion.
Now, will always go to the first page and selects and after that back.
http://imgur.com/a/eYHFc

Menu
many options is disaster

build number is missing

fatal error on biodome after start instant crash /sometime freezing on loading screens


Pickups need balancing, yes

Carkour start could maybe use a quick countdown, but if you're ready for it, the GO! is easy to sync up to

Line Jump seems to work fine for me (?)

Control inputs are still WIP, as I said in the patch notes. Sorry about the lack of camera options right now

We're thinking about having a hotkey assigned to garage so you can visit it anytime

What options in the menu are a "disaster"?

Build number is missing. Yes, thanks for the reminder

Do you remember what was happening on Biodome when it crashed? How often do you crash/freeze?
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Re: GRIP Update v.1.1.0 is now on Steam!

Postby Chris_CE » Sat Sep 17, 2016 1:57 pm

Mart-E wrote:I think you should do the Speedbowl track smaller, the good point of the rollcage one was the short time to become 1st or 8th! now it seems like a NASCAR race xD but well, all the other things of the update are amazings!

I was just playing earlier and I went from 1st to 7th in seconds, then got back up to 1st before the end of the race. Are you playing with catchup on?

ApexAzimuth wrote:Absolutely loving this update!

-I would love to see a shortcut to the garage in the event setup menu so we can change our car while we choose the track/event.

-Could we have control of the car's rotation in the garage so we can more easily focus on different parts of the car? Maybe let it spin on its' own until we control it with a click-drag action.

*I love the Cygon Cyclone! It's dripping with style!
-I know the engine sounds are WIP, but here's my thoughts regardless. I think the Cygon's "Hum" is a bit too soft and too deep in the low band, making it blend ungracefully with the bass in the music (On my first play with the Cygon, I thought something was wrong with my speakers until I turned the music off). Maybe add some more "buzz" in the high shelf to compliment the hum (Sort of a high-rpm Formula-1 engine buzz. e.g.: https://www.youtube.com/watch?v=iWSt4CDNvgQ)

-I've noticed that the AI are getting EMP pickups ALOT more frequently in this build, and it's quite a buzzkill. Anyone else notice this?

Any estimate on when we'll be able to customize pickups?

*Totally amazing work here, guys! You've got the vision and you're following it perfectly. GRIP will be THE best futuristic racing game of all time, I'm sure of it!

Thanks Apex :)

We're thinking about having a dedicated input for going to the garage, so you can access it from anywhere. And yeah, rotating the car instead of it doing so by itself is on the lsit

The Cygon engine sound (and all car engine sounds actually) are pretty much placeholders for better stuff coming later. We just haven't been able to dedicate the right amount of resources to that yet

Pickup balancing needs work, as yes, some are getting spawned too much. As for customizing which ones are used in single player, indeed that would be good, and I'd like to see that in pretty soon.

kerikeron wrote:Loved the Carkour challenges. I finished all of them and whoever thought of the donut ramp to start one of the challenges deserves a pat on the back. Very creative and very fun way to start a challenge.

The car customization is very nice as well. Hopefully there will be 1 or 2 more variants to patterns, maybe some kind of achievement/career unlockables or something.

One thing I'd like to complain about is that my favorite car was the dreadnought (Or whatever the tank on wheels is) and I couldn't complete some of the challenges purely because its acceleration wasn't enough. It would be a shame if the car variants are selected purely based on what mode you're playing. So I have to give a thumbs down to vehicle stats since they seem to affect the cars a bit too much as is.

I made all the Carkour levels so I'm glad you like them :)

Cars will get more styles of paint jobs soon enough, yes. that's pretty easy to implement, really

The Carkour levels are all about acceleration, agility and maneuverabilty, so it will usually take a speedster class car to finish them in good time, or at all. Can't really cater to slower/bulkier cars in that game mode, unfortunately :/
We want to have a variety of car types with different stats.
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