chap:
Fafalada's always been very helpful explaining lots of technical stuff here and at Gaming-Age, and he's always civil in discussions. I know some other people doubted in the past due to the lengthy production schedule of the game, but those kind of delays can easily happen when publishing issues have to be established and worked out and also depending on size/efficiency of the dev team.
The only concern I've every brought up was with regards to gameplay; I basically wanted to discuss and get some idea about what kind of focus there was to the racing action. Such as, what were thoughts on balancing the challenge of tackling the courses versus the challenge of properly tuning your car versus the challenge of straight-up battling against opponent car AI at high speeds. And I know that Fafalada, as a lead programmer, probably isn't directly responsible for all those design issues (and with his indifference to some of the greatest SEGA racers ever, maybe that's a good thing!!), but I was just trying to get a feel for the gameplay ideas.
I'm anxious to play a new racer, and I can, at the very least, appreciate the hard work that was put into it. As has been noted from my Shenmue "poetry", I like to really study things and pour over the little details.
Not me. I've been anticipating this game's release for some time. I thought the screens released so far looked really good (especially on the city street racing track at night).beware that Deadmeat and Lazy8 are preparing the knives as we speak.
Fafalada's always been very helpful explaining lots of technical stuff here and at Gaming-Age, and he's always civil in discussions. I know some other people doubted in the past due to the lengthy production schedule of the game, but those kind of delays can easily happen when publishing issues have to be established and worked out and also depending on size/efficiency of the dev team.
The only concern I've every brought up was with regards to gameplay; I basically wanted to discuss and get some idea about what kind of focus there was to the racing action. Such as, what were thoughts on balancing the challenge of tackling the courses versus the challenge of properly tuning your car versus the challenge of straight-up battling against opponent car AI at high speeds. And I know that Fafalada, as a lead programmer, probably isn't directly responsible for all those design issues (and with his indifference to some of the greatest SEGA racers ever, maybe that's a good thing!!), but I was just trying to get a feel for the gameplay ideas.
I'm anxious to play a new racer, and I can, at the very least, appreciate the hard work that was put into it. As has been noted from my Shenmue "poetry", I like to really study things and pour over the little details.