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Driving idea for end game

PostPosted: Tue Nov 18, 2014 6:15 pm
by Athoren01
Hi Guys

Just having a spit ball of some possible end game driving content.
As you might have read to make a driving simulator would be quite hard.
So rather then going all out Forza 5 style or Grand Turismo style driving which would be very expensive and time consuming Im thinking something a little more basic

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This is a fairly basic 2D style of in car racing which would be fun without being overly hard to add into the game

or

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Possibly this kind of side scroller 2D drag racing for your builds. Drag against other cars you have made or cars friends have made or simply just default AI cars?

and lastly

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I know this is a bike in the picture but if could be a nice 2D image of your car in this kind of style of racing.

The thing i like about all 3 of theses options are they are basic and fairly simple without too much put into high level graphics and physics.
But would still provide a level of immersion into the game by allowing one to make their custom type car and then have some level of ability to operate the car and face it off against another car.

Drag racing or road racing in both manual control (by player) or even a automatic version (computer controlled) to allow you to face off your custom build cars and engines against another of your own or your friends builds.

Whats everyone else think of this idea? Pros - Cons etc. Would love to hear what the game Devs think of this as a possibility eventually.

Re: Driving idea for end game

PostPosted: Tue Nov 18, 2014 6:18 pm
by Daffyflyer
Nah, if we were going to do a driving simulator we'd want to do it properly, otherwise there really wouldn't be much point.

Re: Driving idea for end game

PostPosted: Wed Nov 19, 2014 9:49 am
by nialloftara
Agreed daffy. Now to derail this off topic. Street Rod 2 ( the first pictured game) was one of the first car tuning games I ever played and is still one of my favorite. It had everything, and while not as indepth as Street Legal Racer: Redline, I would really like to see a remake using the Car Mechanic Simulatior 2014 game as a base.

Re: Driving idea for end game

PostPosted: Wed Nov 19, 2014 11:06 am
by strop
YES PLEASE.

God it took me forever to beat the king in SR2. SR was a breeze compared to that.

Re: Driving idea for end game

PostPosted: Wed Nov 19, 2014 11:17 am
by nialloftara
Did you start with the fury and big block it? I always loved trashing the poor stock trans with a giant engine swap and race carbs.

Re: Driving idea for end game

PostPosted: Wed Nov 19, 2014 12:24 pm
by strop
Can't have a fast car without POWAAAAAAH :lol:

I remember spending so much money on the drivetrain that I forgot my tyres were 98% worn out... Blew halfway during the drag race, almost hit a tree at the finish...

Re: Driving idea for end game

PostPosted: Wed Nov 19, 2014 9:27 pm
by utopian201
Driving in this game makes as much sense as being able to ride on the rollercoaster in roller coaster tycoon. This is a tycoon game, not a racing game.
I'd much rather have a great tycoon game rather than a buggy tycoon game with the ability to drive your cars.

Re: Driving idea for end game

PostPosted: Wed Nov 19, 2014 9:50 pm
by Killrob
Motor City ("Oldtimer") already did the car tycoon (meh) with driving your cars (bläh!)... it's a bad combination for a tycoon game indeed.

Re: Driving idea for end game

PostPosted: Thu Dec 25, 2014 3:57 pm
by najeeb
not a bad combo , but allota work indeed , yes thread revival but meh .-.

Re: Driving idea for end game

PostPosted: Thu Dec 25, 2014 10:16 pm
by BitTwiddler
Let me put it this way. One of the later roller coaster tycoon games did let you ride in the coaster ( which is a good fair bit less complicated then a racing sim ), and being an avid player of those games for many many years, I would like you to guess how many times in total I did that.

1000? Haha, oh my, god no. Much lower. 100? Not a chance. 20? No. 10? Nope. 5? Getting warmer. In fact in all my years of play, I used that feature exactly 3 times.

Does that sound like a good use of development time to you? Because it doesn't to me.

Re: Driving idea for end game

PostPosted: Thu Dec 25, 2014 10:34 pm
by Killrob
Excellent example, BitTwiddler, this is very close to my experience with Motor City too. It is the disconnect between "good on paper" and "actually good". "Good on paper" may be good for marketing, but most people (no offense) don't get why a driving simulator actually would make the game worse, not better. It's not their job to make sure the game is good, that's ours. Thus we have to say strictly no to such suggestions, it's just our job. :P

Re: Driving idea for end game

PostPosted: Sat Dec 27, 2014 11:05 am
by PMP1337
I heard anywhere on the forum that you could export engines to beamNG, why not creating a way to export the whole car?

Re: Driving idea for end game

PostPosted: Sat Dec 27, 2014 11:08 am
by pyrlix
Exporting the 3D Model is not possible right now the way Automation handles the car design process. The same is valid for the suspension setting and gearbox.

Engine is a whole different story.

Re: Driving idea for end game

PostPosted: Sat Dec 27, 2014 11:11 am
by Leonardo9613
PMP1337 wrote:I heard anywhere on the forum that you could export engines to beamNG, why not creating a way to export the whole car?


Yeah, just export a car. Easy thing. BeamNG hasn't got the most complex car body dynamics on any game, because the automation design surely accounts for high speed crashing. Yeah, right. Piece of cake.

Re: Driving idea for end game

PostPosted: Sat Dec 27, 2014 11:20 am
by WizzyThaMan
Leonardo9613 wrote:
PMP1337 wrote:I heard anywhere on the forum that you could export engines to beamNG, why not creating a way to export the whole car?


Yeah, just export a car. Easy thing. BeamNG hasn't got the most complex car body dynamics on any game, because the automation design surely accounts for high speed crashing. Yeah, right. Piece of cake.



Sarcasm level:

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