Post by Momoko Murasama on Jul 28, 2020 0:01:20 GMT -5
Over the next few weeks, every couple of days, I'll be posting small updates on what I or my team have been working on. We figure it's best for our userbase to know what's going on behind the scenes.
Endurance
Balance of Performance testing has concluded. We ultimately decided to simplify the process by making cars of the same drive layout (rear/rear-mid engine or front engine) have the same physical parameters, including engines and aerodynamics. With 12 cars in PRO and 16 cars in AM to balance, trying to keep to authentic, what-you-see-is-what-you-get logic made this discipline an absolute nightmare to work on. The difference between cars still exists, but the gap between the best and worst cars should be minuscule now.
Grand Prix
Work has finally begun on game mechanics for the Super Grand Prix cars. I recently finished a few test races in private to verify and tweak the balance between Hard and Soft tires, and initial impressions are good. However, testing for tracks actually on the calendar for Continental Super GP still needs to be run, so further changes may be possible.
Technical
I'm working on a completely new driver progression tracker as the first part of a multiple component system to help players manage teams, car development, and drivers. Tonight was the first night I actually got to start working on this, the progress of which you can see in the image below.
Here is a breakdown of the different sections:
About Me
Height in cm also gets converted to ft/in automatically for Imperial unit users
Age is automatically calculated from today's date
Progression
Driver progression is automatically calculated from the current maximum XP this driver has, including License, Level, Progress to Next, Stat and SP max totals
Archetypes
Select from a drop down list and see both Stat Maximums and Priorities for the currently selected Archetype instantly
This alone will be a fairly large project that will take at least a few days if not a couple of weeks, so updates on this subject will be frequent. Stay tuned for further updates, or join us in our Discord community here (by clicking).
Endurance
Balance of Performance testing has concluded. We ultimately decided to simplify the process by making cars of the same drive layout (rear/rear-mid engine or front engine) have the same physical parameters, including engines and aerodynamics. With 12 cars in PRO and 16 cars in AM to balance, trying to keep to authentic, what-you-see-is-what-you-get logic made this discipline an absolute nightmare to work on. The difference between cars still exists, but the gap between the best and worst cars should be minuscule now.
Grand Prix
Work has finally begun on game mechanics for the Super Grand Prix cars. I recently finished a few test races in private to verify and tweak the balance between Hard and Soft tires, and initial impressions are good. However, testing for tracks actually on the calendar for Continental Super GP still needs to be run, so further changes may be possible.
Technical
I'm working on a completely new driver progression tracker as the first part of a multiple component system to help players manage teams, car development, and drivers. Tonight was the first night I actually got to start working on this, the progress of which you can see in the image below.
Here is a breakdown of the different sections:
About Me
Height in cm also gets converted to ft/in automatically for Imperial unit users
Age is automatically calculated from today's date
Progression
Driver progression is automatically calculated from the current maximum XP this driver has, including License, Level, Progress to Next, Stat and SP max totals
Archetypes
Select from a drop down list and see both Stat Maximums and Priorities for the currently selected Archetype instantly
This alone will be a fairly large project that will take at least a few days if not a couple of weeks, so updates on this subject will be frequent. Stay tuned for further updates, or join us in our Discord community here (by clicking).