This is honestly the best game idea I’ve seen in a long time. All these little touches seem like the ultimate sim. Really hope this takes off on UA-cam
Love it! I really like your current goals for it to be releasable. The idea of having the free version for spectators is so so cool. Never thought of that. With regard to the procedurally generated togue, if that would be a challenge to code and add in as opposed to a number of tracks that are good lengths, I think that would suffice for the time being. However, the avatar idea definitely is cool and if having controllable characters, I think it's perfect. Lastly I would say with regard to the cost, I'd rather pay $20 for a released version with continuous updates than if I saw a $2 patreon personally. I think Patreons are good for filling in the gaps in the meantime and if you're having to put a lot of money towards this, otherwise I think releasing a product with a one time cost will be more appealing to a wider audience.
Thanks for the input! The procedural generation is likely a bunch of prefab pieces with defined variables. It actually doesn't seem as hard as it could be. But who knows. I'm at the very very early stages. For pricing, you're right. I'll have to see what works best when I have something worth asking money for.
also this runs perfectly on my hardware atm 1050ti with 12th Gen Intel i5-12400F and 16gb ram. looks great!, keep up the awesome work your doing will deffinatley be keeping my eyes on this
this is cool as dude!, with the rc drifting/gyro support you were talking about, check out the flysky noble nb4 transmitters they plug strait into the pc via usb and can be ussed as a controller, using mine for the VRC rc simulator
An rc drift simulation would be so much fun!!! I'm obsessed with rc drifting.. but getting into sim to prepare for real drifting, Ive learned There's a world of difference. Real cars, as simulated in ac at least, have very different grip characteristics than rc drift cars lol. In rc we do everything we can to make them snap hard enough to overcome the gyro at the right time for transitions, and in Asseto when I try driving like that.. I get snap understeer because I try to let off throttle to correct understeer like I would in some rc drift situations. I learned that the hard way after several confusion AC learning sessions 😂 definitely would be cool to simulate the difference in an rc drift game. Awesome channel by the way, I just subbed
So far I'm mostly alone. I'd like to get the basics down before I add more people. Source control with unreal is weird. But I'm also fumbling around pretty good, I could probably use help lol.
@@protomor quick tip for the "gyro" stuff. You dont have to implement it the same way as rc cars, just apply "force feedback" to the in-game steering column. Looking at assetto's gamepad fx might help too it's the same thing. Just an advice tho :D
This is honestly the best game idea I’ve seen in a long time. All these little touches seem like the ultimate sim. Really hope this takes off on UA-cam
I hope I can achieve the results. It's a long way to go for sure.
Love it! I really like your current goals for it to be releasable. The idea of having the free version for spectators is so so cool. Never thought of that.
With regard to the procedurally generated togue, if that would be a challenge to code and add in as opposed to a number of tracks that are good lengths, I think that would suffice for the time being. However, the avatar idea definitely is cool and if having controllable characters, I think it's perfect.
Lastly I would say with regard to the cost, I'd rather pay $20 for a released version with continuous updates than if I saw a $2 patreon personally. I think Patreons are good for filling in the gaps in the meantime and if you're having to put a lot of money towards this, otherwise I think releasing a product with a one time cost will be more appealing to a wider audience.
Thanks for the input! The procedural generation is likely a bunch of prefab pieces with defined variables. It actually doesn't seem as hard as it could be. But who knows. I'm at the very very early stages. For pricing, you're right. I'll have to see what works best when I have something worth asking money for.
also this runs perfectly on my hardware atm 1050ti with 12th Gen Intel i5-12400F and 16gb ram. looks great!, keep up the awesome work your doing will deffinatley be keeping my eyes on this
this is cool as dude!, with the rc drifting/gyro support you were talking about, check out the flysky noble nb4 transmitters they plug strait into the pc via usb and can be ussed as a controller, using mine for the VRC rc simulator
Love it! Thanks!
An rc drift simulation would be so much fun!!! I'm obsessed with rc drifting.. but getting into sim to prepare for real drifting, Ive learned There's a world of difference. Real cars, as simulated in ac at least, have very different grip characteristics than rc drift cars lol. In rc we do everything we can to make them snap hard enough to overcome the gyro at the right time for transitions, and in Asseto when I try driving like that.. I get snap understeer because I try to let off throttle to correct understeer like I would in some rc drift situations. I learned that the hard way after several confusion AC learning sessions 😂 definitely would be cool to simulate the difference in an rc drift game. Awesome channel by the way, I just subbed
Thanks! Next step is controller support. Soon after rc controller support shouldnt be much of a stretch
@@protomor Id be happy to play that game!
r u doing this alone? is there a way people could join in maybe
So far I'm mostly alone. I'd like to get the basics down before I add more people. Source control with unreal is weird. But I'm also fumbling around pretty good, I could probably use help lol.
@@protomor quick tip for the "gyro" stuff. You dont have to implement it the same way as rc cars, just apply "force feedback" to the in-game steering column. Looking at assetto's gamepad fx might help too it's the same thing. Just an advice tho :D
@@hayeduce Yea that's kind of what I was thinking. Just take the direction it wants to be and steer roughly that direction. Thanks!