It’s been a while since the last Development Blog, but a huge amount of progress has been made, and some great things have happened.
Steam – We’ve been on Greenlight, and been Greenlit!
In the time since our last post, we’ve both been on Greenlight and have been Greenlit. We did this in under a month, something which I’m super happy with and excited about.
This campaign was launched following a small dialogue I had with some of the guys at Steam regarding Steam Direct and whether it was worth launching onto Greenlight, their answer was straight up yes, and so we jumped in.
I was checking the Greenlight page as I did every day to see the number of votes and if there were any new comments. I then noticed the huge green banner at the top:
This was great to see, and a huge thanks to everyone who voted for us.
Steam – Getting everything ready
Setting up the store page, accompanying store art, and several other things took a few days to get setup. Collecting some screenshots which really show off the game is an important step, and something I’m definitely taking my time with.
The Store Page is up here, and will be built upon and added to over the next couple of weeks.
The Game – What’s been happening
For those of you who are either subscribed to the sub-reddit or are active on our Discord, you will have been seeing various images and gfys of gameplay, and even seen some of the future work-in-progress stuff. I’m trying to keep the development as open as possible, as I think keeping the community in the loop is an extremely important process.
One of the major implementations since last time was the Demolition Derby, and by god do I love it. It’s fun, fast-paced and lives up to the expectations I had of it. Bugs definitely need to be fixed, but it’s coming along great.
Initially, car’s would not despawn, so after a few minutes you would end up with scenes like this:
However, car’s now de-spawn after around 5 seconds, allowing for more longer play sessions.
Customisation has taken huge leaps forward, and I’m super proud of how it all works and has come together:
(That has been taken from an older build, colour options now fall under the “Customisation Nodes” system rather than the menu to the top right.
The game has also had many bugs fixed, and has moved over to a proper versioning system now. Which brings us on nicely to the next topic of dicussion.
The Alpha, and what follows
The Open Alpha is coming soon, I have been saying that for a while now, and I don’t like to be ambiguous, but I can say for definite you guys will be able to play something soon. Whatever that may be.
I’ve had several discussions with people on Discord with regards to Alphas, even considering Early Access. I have stated many times my reluctance to utilise Early Access, the stigma around it is something which I do not wish to attract, however it’s an extremely useful tool, and could help me build up the game with feedback from the community implemented at every stage. This will be fully decided towards the end of the alpha, but nothing is set in stone yet.
One of the most functioning aspects of the game currently would be the Demolition Derby, so it’s likely that the first Alpha you guys get will contain the Demolition Derby, customisation, several vehicles and the free mode to be able to explore two tracks as well as get used to handling of the cars. The AI is due for a huge re-write, which is why the Race mode will likely not be included in the early builds you guys receive. Another important aspect to note is the Multiplayer. I’ve had many many issues recently, largely due to my early implementations of the system, back when I wasn’t 100% sure on how UNet’s system functioned. So this is likely something which will not be included in the initial builds, but will definitely be included in the future.
I’ve developed a small roadmap for the game’s future, and this includes the early access idea, but again nothing has been decided in regards to that.
Most of the next couple of weeks will be the start of implementing the new AI and networking system in order to try and get the improvements ready for the Alpha’s. More DevBlog’s will be written as well, I’ve had an extremely busy time recently and haven’t been able to find the time to give this blog justice.
As always, thanks for reading!