• Creating The Cars Of Need for Speed
    15 replies, posted
Wasn't really sure where to post this, there's no NFS thread that's active. It is an article however. Its new news to do with the new Need for Speed game. [url]http://www.speedhunters.com/2015/07/creating-the-cars-of-need-for-speed/[/url] [QUOTE=Speed Hunters] When you have a passion for all things automotive and have grown up playing video games, it’s no surprise when you end up being a part of the biggest racing game franchise in the world, Need for Speed. Let me introduce myself, I’m Bryn Alban the Vehicle Art Director at Ghost Games. This year’s Need for Speed title will be my fifth in the series, and long-time Speedhunters readers may remember my artwork during the days of Shift and Shift 2. [/QUOTE]
Pretty interesting ( for those of you who are into cars ) to note that Speedhunters is actually a marketing plot by EA that's been in the works for years and years. Very exciting that this game is going to be representative of a lot of current car culture and styling, seeing Trakyoto ( Rocket Bunny ) and RWB and other companies represented and implemented is very cool too. I just hope that it doesn't flop as an actual driving sim.
As long as they don't bind game engine mechanics to FPS and the actual driving aspect is engaging. I just hope they have some trucks in it like Most Wanted did.
I've been pretty disappointed at not being able to do custom paintjobs/liveries in-game in modern racing games. Seriously, if trackmania could do it, how the hell massive games like gran turismo and more recently pCars and AC can't? Is it really that hard to implement? It's either A: They wan't ~realism~ and everything needs to be as it is in real life, including paintjobs B: They're really afraid of dicks and swastikas
[QUOTE=Uberpro;48271223]I've been pretty disappointed at not being able to do custom paintjobs/liveries in-game in modern racing games. Seriously, if trackmania could do it, how the hell massive games like gran turismo and more recently pCars and AC can't? Is it really that hard to implement? It's either A: They wan't ~realism~ and everything needs to be as it is in real life, including paintjobs B: They're really afraid of dicks and swastikas[/QUOTE] You can do custom liveries in AC, just not ingame. And well they dont show up for everybody else and whatnot, but the option is there.
[QUOTE=Uberpro;48271223]I've been pretty disappointed at not being able to do custom paintjobs/liveries in-game in modern racing games. Seriously, if trackmania could do it, how the hell massive games like gran turismo and more recently pCars and AC can't? Is it really that hard to implement? It's either A: They wan't ~realism~ and everything needs to be as it is in real life, including paintjobs B: They're really afraid of dicks and swastikas[/QUOTE] Forza has custom paint jobs, doesn't it?
[QUOTE=Uberpro;48271223]I've been pretty disappointed at not being able to do custom paintjobs/liveries in-game in modern racing games. Seriously, if trackmania could do it, how the hell massive games like gran turismo and more recently pCars and AC can't? Is it really that hard to implement? It's either A: They wan't ~realism~ and everything needs to be as it is in real life, including paintjobs B: They're really afraid of dicks and swastikas[/QUOTE] Probably a licensing issue. With Trackmania you're dealing with some generic-ass F1-styled car, whereas in many racing games you're dealing with intricately digitised makes and models that are tied up in a lot of legal paperwork regarding how and where and when the developers are allowed to use them. It's probably also why the cars often are individually bound to select colour schemes - the car manufacturers are going to want the cars they've licensed for use in the game to be as representative of the real-world product as possible. The game is, after all, kind of a great advertising opportunity for these car manufacturers.
[QUOTE=Alec W;48271038]Pretty interesting ( for those of you who are into cars ) to note that Speedhunters is actually a marketing plot by EA that's been in the works for years and years. [/QUOTE] I'm still surprised about this even though I found out a couple months ago
Most of speedhunters articles are pretty good anyway, even if it is EA. desperately hoping this'll have atleast somewhat decent driving physics.
[QUOTE=Psygo;48273915]Most of speedhunters articles are pretty good anyway, even if it is EA. desperately hoping this'll have atleast somewhat decent driving physics.[/QUOTE] its still all the drifty driving physics from when ea smashed nfs and burnout together
Laser scan car, export to vertices, bam high quality model. Gamemakers have been doing this for a decade.
Are we actually going to get graphics like they show us on pictures in the game? Cause I can't imagine my PC even thinking about running that.
[QUOTE=Maloof?;48271978]Probably a licensing issue. With Trackmania you're dealing with some generic-ass F1-styled car, whereas in many racing games you're dealing with intricately digitised makes and models that are tied up in a lot of legal paperwork regarding how and where and when the developers are allowed to use them. It's probably also why the cars often are individually bound to select colour schemes - the car manufacturers are going to want the cars they've licensed for use in the game to be as representative of the real-world product as possible. The game is, after all, kind of a great advertising opportunity for these car manufacturers.[/QUOTE] Explain Midnight Club: LA then.
[QUOTE=Vipes;48291567]Explain Midnight Club: LA then.[/QUOTE] Rockstar. in other words, moneyyyy Gran Turismo 6 for instance has 1200+ cars. The dev studio, Polyphony Digital, is actually very small. I don't they could afford 'paintjob licensing' for every single one of those 1200+ cars Or atleast, I think that's what happening. Same thing as with games with real cars that often have a worse damage model if it isn't neccesary
The feature that's needed and was missing from the underground games is a REPLAY feature. There's no excuse to not have a replay feature in a modern racing game, and there's plenty of reasons to include one, along with a photo mode, for an Underground game. It's about customization and personalizing your car, why put all that work into something you only see once in the garage and that's it
[QUOTE=TheTalon;48293697]The feature that's needed and was missing from the underground games is a REPLAY feature. There's no excuse to not have a replay feature in a modern racing game, and there's plenty of reasons to include one, along with a photo mode, for an Underground game. It's about customization and personalizing your car, why put all that work into something you only see once in the garage and that's it[/QUOTE] nfsu2 had a replay feature. at the end of every race you could watch the race. future nfs games up until prostreet had it planned but cut towards the end of development for some reason
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