Hi Alberto. I just found out about gRally thanks to RaceDepartment, and I see a lot of potential in it already! I see that you say "we're working to give you the best rally sim ever seen", and I can see that by the amazing progress, but I'm a bit confused about lack of general info about it (at least I can't find much). So if you don't mind, I'd like to ask few more-less technical questions:
1. What engine is it using? As you say it's your proprietary engine, is it completely scratch built? Is it using another physics or graphics engines?
2. Multiplayer only, or will it include single player?
3. Will multiplayer be handled similar to what RBR online is? Will it have an ability to have realistic time control with drivers starting in sequence?
4. How open for modding will it be? Since it is "proprietary" as you say, I assume it is not open source. So is it similar to what rFactor is? (Completely modifiable except the core executable)
5. Are you intending to publish very little content and let the modding community do the rest? Or create lots of content too? How much?
6. How different will physics be from RBR?
7. Will it have built in weather system?
8. Day and night cycle?
9. Will surfaces include just gravel and tarmac, or will there be snow as well? Will there be any advanced surface features such as interpolation between surfaces by amount of water, or by different grain sizes (sand > gravel > boulders), or by surface models (abrasive/adhesive/compound)?
10 Will surfaces be configurable (scriptable) for each track (like .tdf system in rFactor) or preset by developers (like the rbr system)?
11. Will surfaces degrade (or improve) by driving after someone?
12. Will it support only point to point (path following) racing, or will some open maps, Dakar-esque rally raids be possible?
13. What directX will the graphics support?
14. What graphic rendering capabilities will it have? Fresnel reflections, real time cube maps (reflections), what type of shadow rendering?
15. Postprocess effects? Motion blur, dof, tone mapping?
16. Particle effects/tire smoke and dirt. Will it be configurable? Possible to create some complex models with multiple and animated particle textures?
17. Sound engine: synth or sample based? Anything revolutionary planned there?
18. I read somewhere gps data will be able to be imported. Similar to BTB .kml import? Will it be possible for vegetation/trackside objects to be automatically generated and driven right away in-game?
19. Random procedural track generation?
20 How will it be distributed/sold?
21. Pro version for professionals?
a... "few" questions =) you can already see how interested I am.. and I hope I'll get at least one answer =)