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Re: Car Designer Demo

PostPosted: Fri Jun 10, 2011 5:43 am
by JeffreyCor
This is so awesome!! It's amazing how great things are looking. You guys have some mad skills! :D

Re: Car Designer Demo

PostPosted: Fri Jun 10, 2011 6:32 am
by sidewynda666
HEY HEY loving the car body designer, reminds me of NFS Carbon's Body editor but with a easier interface with this you have a physical control where as with Carbons it was with a percentage scale with multiple axis.

Fantastic work boys looking forward to the finished product :D

Re: Car Designer Demo

PostPosted: Fri Jun 10, 2011 11:07 pm
by astracrazy
will you release another video soon with grilles etc?

Re: Car Designer Demo

PostPosted: Fri Jun 10, 2011 11:20 pm
by Daffyflyer
astracrazy wrote:will you release another video soon with grilles etc?



Once we make them work :P

Re: Car Designer Demo

PostPosted: Sat Jun 11, 2011 2:08 am
by astracrazy
Daffyflyer wrote:
astracrazy wrote:will you release another video soon with grilles etc?



Once we make them work :P


:roll: ain't ya done it yet ;)

Re: Car Designer Demo

PostPosted: Sat Jun 11, 2011 2:18 am
by Daffyflyer
Hehe, I wish - we tend to take a policy of show it off as soon as its done :P


Monday is a public holiday however, so we'll have a 3 day weekend to hopefully get a lot more done in!

Re: Car Designer Demo

PostPosted: Sat Jun 11, 2011 2:26 am
by svvander
And again... great work guy's! I like it verry much! And I have a feeling that this is going faster and faster...

Re: Car Designer Demo

PostPosted: Sat Jun 11, 2011 3:12 am
by Daffyflyer
svvander wrote:And again... great work guy's! I like it verry much! And I have a feeling that this is going faster and faster...

Thanks!


Dunno about faster and faster, but we're getting a lot of the key aspects of the game working certinally

Re: Car Designer Demo

PostPosted: Sun Jun 12, 2011 8:08 am
by Automobilist
Daffyflyer wrote:'fraid not - only 1946 onwards



Ok, but what is with car-types like Mercedes 170 S, released in 1949, but actually widely a pre-world-war-design? Or Type 220 from 1951?

Image

Image

Re: Car Designer Demo

PostPosted: Sun Jun 12, 2011 9:03 am
by haaallloooom
It looks absolutely fantastic :-)

Re: Car Designer Demo

PostPosted: Sun Jun 12, 2011 12:31 pm
by Daffyflyer
Yep, we'll have to work something out for those pre-war carry over designs - we shall see.

Re: Car Designer Demo

PostPosted: Mon Jun 13, 2011 9:55 am
by Automobilist
Thank you very much. Seems to become excellent work.

Re: Car Designer Demo

PostPosted: Tue Jun 14, 2011 1:13 am
by Automobilist
Maybe it's the wrong thread, but I think it fits at least halfway.

The car designer gives the well done opportunity to create a design, but also an important question seems to be for me, why people like a design and why not. Some designs are very popular for an short era but others are built sometimes for decades (maybe even they were never very popular).

Will there be "functions" that rate car-designs or is it more likely that design will be more/only aesthetically relevant?

Re: Car Designer Demo

PostPosted: Tue Jun 14, 2011 12:13 pm
by Daffyflyer
Zeussy has some crazy ideas about writing something to judge if a car looks good or not, based on the era etc.


If that will actually work in the end is another matter, but its something we'd like to try and implement at least :)

Re: Car Designer Demo

PostPosted: Wed Jun 15, 2011 2:16 am
by Killrob
Daffyflyer wrote:Zeussy has some crazy ideas about writing something to judge if a car looks good or not, based on the era etc.


Hrrmm... at first I thought: "Ohh cool, this would be a really neat feature!", but I gave it some time to sink in: this could yield bad game design if implemented too simplistic. Why?

If there is a simple form of buyer preference in regard to body design, then there is an optimal body design - an optimal body design means that all cars will have to look the same for optimum results - which is not what we want. Now for comparison, there will probably also be an "optimal" engine design, but with so many parameters involved it will be nigh impossible to figure it out, and also, the quality of the different parts used in there is a big factor already, and buyer preferences are different too, i.e. with engines this is a non-issue.

So what does that mean? I'd say it means: in principle this is a good idea, but in practice it might be a bad one if implemented too simplistic. If you tie varying preferences to each individual buyer group, this becomes super-complex and time consuming to program, but also a non-issue and a good feature! Just wanted to say that you might be moving out onto thin game-design ice here. :)

Cheers!
/Robert