Thanks for the feedback folks.
@ James,
I don't know if something's changed, but the view felt much more restrictive than I remember, as if the camera's too narrow, or close to the car, or something.
The default camera view probably has changed - the last demo was over 1.5 years ago. You can change the camera view though.
With accelerate/brake on the right Xbox stick, I wanted to swing the camera around the car by pushing left/right (especially when stationary, eg. up on the 'tri-bridge').
To swap the sticks - just push the left stick when configuring the right and vice versa .. Not sure I want to give the user control of the camera pan but I'll look into this if others find it a problem. It's basically the same as GTA without the rear and side views. Maybe I should add the later.
There was no incentive not to keep the boost held on the Knight Rider car... how about a depleting/refilling gauge?
Yes, I know - I'll need to work on this. I only added 'Kit' at the last minute although it is impossible to turn at full speed.
I wanted the camera to swing more in the direction the car was pointing/moving on the ghost car track, as it's hard to line up coming out of curves. It's a bit 'bobbly' too, but maybe that can't be helped. (Is it possible to interpolate between track sections and position the car based on that, assuming it's because of this?)
The camera needs improvement on the racing / time trail modes. I'll work on this.
The menu's dead easy to use, though Esc should work as Back and Enter as Next, I think.
Maybe I'll add this.
Some chunky square red/yellow/orange particles in collisions would be nice!
I don't want to slow things down with loads of particles but maybe an option for the future.
@ ervin,
Controls are currently saved, providing you hit the back button at the options screen and then exit. I'll make sure they're saved if you hit ESC too.
In windowed mode, the windows mouse pointer needs to be hidden.
Done - thanks.
@ clownhunter
I got 50 fps the whole time running in 1680 x 1050 res. The only problem was that at that resolution I couldn't press the buttons on the bottom or right hand side of the screen! While running in other resolutions I could. It was quite odd. Nonetheless, this was a great game. I love the graphics style
Yeah, others have noticed this in widescreen - will fix that tomorrow.
Cheers
Stevie
@ James,
I don't know if something's changed, but the view felt much more restrictive than I remember, as if the camera's too narrow, or close to the car, or something.
The default camera view probably has changed - the last demo was over 1.5 years ago. You can change the camera view though.
With accelerate/brake on the right Xbox stick, I wanted to swing the camera around the car by pushing left/right (especially when stationary, eg. up on the 'tri-bridge').
To swap the sticks - just push the left stick when configuring the right and vice versa .. Not sure I want to give the user control of the camera pan but I'll look into this if others find it a problem. It's basically the same as GTA without the rear and side views. Maybe I should add the later.
There was no incentive not to keep the boost held on the Knight Rider car... how about a depleting/refilling gauge?
Yes, I know - I'll need to work on this. I only added 'Kit' at the last minute although it is impossible to turn at full speed.
I wanted the camera to swing more in the direction the car was pointing/moving on the ghost car track, as it's hard to line up coming out of curves. It's a bit 'bobbly' too, but maybe that can't be helped. (Is it possible to interpolate between track sections and position the car based on that, assuming it's because of this?)
The camera needs improvement on the racing / time trail modes. I'll work on this.
The menu's dead easy to use, though Esc should work as Back and Enter as Next, I think.
Maybe I'll add this.
Some chunky square red/yellow/orange particles in collisions would be nice!
I don't want to slow things down with loads of particles but maybe an option for the future.
@ ervin,
Will the game be saving controls settings etc between restarts?
Controls are currently saved, providing you hit the back button at the options screen and then exit. I'll make sure they're saved if you hit ESC too.
In windowed mode, the windows mouse pointer needs to be hidden.
Done - thanks.
@ clownhunter
I got 50 fps the whole time running in 1680 x 1050 res. The only problem was that at that resolution I couldn't press the buttons on the bottom or right hand side of the screen! While running in other resolutions I could. It was quite odd. Nonetheless, this was a great game. I love the graphics style
Yeah, others have noticed this in widescreen - will fix that tomorrow.
Cheers
Stevie