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Next Car Game now with LAN multiplayer, a new engine and more

6 Jul 2014  by   Paul Younger
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Next Car Game

Bugbear has been keeping rather quiet about their racer Next Car Game but there’s a new update with a load of changes and additions.

It looks like the development team at Bugbear has been working hard since the last game update as the new version that’s now live on Steam comes with a new engine, a new sandpit track, improved AI and now support for up to 12 players on a LAN. No Internet racing yet, but if you have access to a LAN then this is well worth checking out.

The full update notes are as follows.

Known Issues:
  • The alternative route on the new Sandpit1 does not exist.

Engine:

  • Rewrote the engine.
  • Significantly simplified gameflow logic.
  • Added support for data hotloading.
  • Wrote a shiny new property editor.
  • Removed a ton of old legacy code.
  • Rewrote the effect system, note that certain effects are missing as of now.
  • Added a launcher option to set grass rendering distance.
Multiplayer:
  • Implemented LAN multiplayer for both race and derby, currently supports up 12 players. Please note that the performance of the server has a significant effect on the client’s performance, and if the server is struggling you might experience additional lag on the clients. If you experiencing lag, it’s recommended to lower the quality settings via the launcher.
Input System:
  • Added remapping support for XInput devices such as the X360 gamepad.
  • Added D-pad and look-around support for DirectInput devices.
  • Increased the amount of rebindable controls.
  • Added analogue handbrake support.
  • Added proper H-shifter support.
Gameplay:
  • Improved AI behavior to help it stay on track better.
  • Added first draft of scoring events.
Damage:
  • Implemented new damage system based on tracking deform instead of impacts.
  • Improved deformation to make the cars break apart in a more realistic manner.
  • The car that is heavier and traveling faster will now have an advantage in collision.
  • Fixed an issue where unlocked panels such as doors would not animate correctly.
  • Added a placeholder smoke effect for the critically damaged engine state.
  • Added a release state to all wheels so that they can be torn off.
Cameras:
  • Implemented an improved camera system.
  • Reworked all cameras, FOV, position, etc.
User Interface:
  • Rewrote the user interface platform.
  • Implemented new Replay user interface.
  • Added a preliminary scoreboard to post-race.
  • Improved the main Garage UI somewhat to enhance usability.
  • Removed the vignette effect when getting damaged during gameplay.
  • Added support for fetching Steam user name and avatar.
Vehicles and Upgrades:
  • Added a new American Muscle car.
  • Reworked engine upgrade parts to mimic real-life parts.
  • Reworked the suspension setups for more authenticity.
  • Added first upgrade part descriptions.
  • Improved gamepad controller functionality.
  • Switched Anti-Spin assist to an improved Stability Control assist.
Vehicle Dynamics:
  • Added simulation of Ackermann steering geometry.
  • Improved shifting center of mass calculation when vehicle is airborne.
  • Improved simulation of viscous forces when driving on loose surfaces such as gravel.
  • Added engine shake calculated from the piston movement to simulate engine rumble.
  • Added support for turbochargers and superchargers, upgrade parts using this feature coming later.
  • Improved suspension simulation; center of mass now affects suspension.
  • Improved suspension geometry simulation.
Weathers:
  • Improved weathers to give a better sense of light.
Tracks:
  • Added a new Sandpit race track, still work-in-progress!
  • Enhanced various bits and pieces of the existing tracks.
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