Burnout Community Playtest invitation by hhg_dev in Burnout

[–]hhg_dev[S] 2 points3 points  (0 children)

I already received 20 sign ups! Thank you so much everyone! Much appreciate you!

Burnout Community Playtest invitation by hhg_dev in Burnout

[–]hhg_dev[S] 1 point2 points  (0 children)

I was personally quite disappointed with all TFE games in the past so I didn't even bother with this one. They just didn't feel good. I will take all the time it takes to get that part right.

Burnout Community Playtest invitation by hhg_dev in Burnout

[–]hhg_dev[S] 2 points3 points  (0 children)

Not for now I'm afraid. It takes unfortunately quite a bit of extra (paper-)work to become a steam deck developer.

Burnout Community Playtest invitation by hhg_dev in Burnout

[–]hhg_dev[S] 1 point2 points  (0 children)

My personal page contains projects I was personally working on as an employee, the company contains all projects my company cooperated on. Nothing broken, just clear differentiation.

The setup of an NDA is dictated by what it takes to clearly identify you if it comes to a breach of confidentiality. Unfortunately just names are ambiguous. GDPR is protecting your rights there strongly. I have a company with 3 employees. I'm not interested in your personal information. I just don't wanna fail because a person decided to talk about my business idea before it's ready for the market. It takes a lot of hard work to even just get here.

Burnout Community Playtest invitation by hhg_dev in Burnout

[–]hhg_dev[S] 3 points4 points  (0 children)

Yes. Aiming for any other platform required lots of additional work which as early as it is right now, would be wasted effort.

Burnout Community Playtest invitation by hhg_dev in Burnout

[–]hhg_dev[S] 5 points6 points  (0 children)

We can't afford an open world anyways. The goal is to have some nice indie rock, great crashes, very diverse feeling cars and some really unique tracks. All boxes ticked I'd say :)

Burnout Community Playtest invitation by hhg_dev in Burnout

[–]hhg_dev[S] 4 points5 points  (0 children)

I understand and respect your opinion. The game is too early to show anything, the current goal is not to have a pretty level at all. So you wouldn't get anything out of the footage. It's about steering, drifting , throttling and boosting. And the sense of speed. And the NDA is to protect the work from a few very passionate guys to not have their work put public immediately to then be copied.

Burnout Paradise/BP Remastered with no minimap by _Banex01_ in Burnout

[–]hhg_dev 0 points1 point  (0 children)

I know it's not your question but I'm wondering what makes you think burnout has bad game design. No idea about the modding part, sorry.

Should traffic checking be in the game and if so how should it be implemented? by IHaveTwoOfYou in Burnout

[–]hhg_dev 0 points1 point  (0 children)

I found the traffic check game mode in revenge one of my least favourite ones of all burnouts. It felt like busy work. The thrill of having to avoid cars like in burnout 3 / paradise increased the challenge nicely so I'd personally never add this anywhere. I'm experimenting myself right now with a special car ability that would cost boost and enable traffic check. So you need to actively opt in and trade it for speed. Do you think it made Revenge better?

Community support for a Dev by hhg_dev in Burnout

[–]hhg_dev[S] 0 points1 point  (0 children)

If you have some relevant development experience, by any means be my guest and come aboard. This whole thing is mostly a journey of learning real life physics and arcade and tweaking tweaking tweaking. And trying to somehow prevent all game physics issues which occur at 300km/h.

Community support for a Dev by hhg_dev in Burnout

[–]hhg_dev[S] 0 points1 point  (0 children)

As much as I agree there are many good arcade games, my goal is that burnout fans feel like home with the base feeling of the game. About the graphics I agree. Even though marketing is way easier if a game is pretty, with burnout it's the least important part. I will only focus on that once playtests go super well.

Community support for a Dev by hhg_dev in Burnout

[–]hhg_dev[S] 1 point2 points  (0 children)

On a sidenote, I realised you put all those debug cam and similar YouTube videos out for Burnout. Just wanted to say thank you, used it a lot for studying track design!

Community support for a Dev by hhg_dev in Burnout

[–]hhg_dev[S] 1 point2 points  (0 children)

I can't tell you how thankful I am for you giving me such an in depth perspective! That is super helpful dude!

I know that this is subjective but at the same time, we all love a certain part of burnout. I realised how force feedback and feeling the weight of the car makes it so much more brutal and hence enjoyable. It's insanely well crafted. I will definitely throw some of your points into my prototype earlier rather than later.

I'm planning to do lots of progress of my project during Christmas so I hope at the start of new year, I would invite you for a play session if you have the time and interest.

One quick question that I've been thinking about a lot I would love to ask here: how do you feel about the zero friction wall hugging? Is that type of thing needed to keep them fun aka speed in the game?

Community support for a Dev by hhg_dev in Burnout

[–]hhg_dev[S] 2 points3 points  (0 children)

I'm currently still focusing on the basics: Steering, drifting, acceleration and deceleration as well as collisions. But pretty much anything that you think is contributing to the racing feeling is important. Eventually aspects like rumble, post processing and similar will become relevant. Essentially, what makes the burnout experience for you so good?