Theorically we could recreate real tracks, but that's not what we had in mind when we created the Camilla procedural engine. :)
Fabio, first of all, thank you for your tip regarding my earlier comment. I guess that the game will have some sort of a central repository for cool tracks created and a voting system (to allow people to pick the most voted ones), right? Even so, IMHO this can be a challenge to MP races, at least the casual ones - where pilots will surely have great differences about knowing the track path (i.e., practicing time) for a given track. I know this can happen in actual games too, but after a while, the majority of MP servers are playing the "95% preferred" tracks (which aren't infinite in numbers), and this tends to "even the field a bit". With new tracks being created all the time by every single player in the world, I fear that this can lead to "too much choice" and then in the long run poor MP races - unless you're part of a league that blocks new tracks - which, in the end, goes against your main goal.
Trust me, I'm not saying that your game's capacity of creating new tracks on the fly is bad - on the contrary, I find it intriguing and surely very welcome - but perhaps the type of race intended could be "more aligned" with the spirit of "endless variation", like: do you guys plan to eventually release this technology to a rally game? Packing the "Camilla engine" and some serious FFB/physics, this could be the next big thing on that arena. (Of course you'll need to create a "virtual navigator procedural engine" too, in order to "read" the track and tell the pilot what to expect on next curves).
Ok, don't want to be ahead of "questions time" here, so I'll shut up now. :D
 
Theorically we could recreate real tracks, but that's not what we had in mind when we created the Camilla procedural engine. :)
Ah ok. So, set some track parameters(?) to aim for and then the engine take care of the rest. The end result is sort of a "calculated randomization". Cool.

I was thinking of a track builder with straights, corners and "sliders" to change length, camber etc + a procedural function to take care of randomization (if you wanted that). So you could build half The Nord and then let the procedural engine build the other half. :D That sounds pretty awesome to me, but i understand now that you want the full procedural experience. Nothing wrong with that. I wish you and your team all the best. Diversity is great & there is no such thing as "too much racing"! Also your title and concept can inspire other devs (like the procedural rally stages!). :)

BTW was there a demo for this? Wouldnt mind testing it.
 
Hi all,
Well, I must admit that I am for the moment skeptical and haven't decided yet to join early access.
On one hand, I am interested in the technology behind this procedural engine and the fresh air that could be impulsed to sim racing. But on the other hands, the pleasure for a sim racer (at least for me) is to compete on existing and famous tracks so that you can enjoy ever more real and broadcasted competitions on theses tracks because you know all the difficulties, all the virages and DRS zones.
What I am looking for is the most real immersion whith the best physics handling, the best force feedback, realistics sounds and graphics. But I am also curious and ready to discover something else if you have compelling technology to offer.
I would also be interested in a demo before making a decision
 
Maybe add trackbuilder . it would be cool:thumbsup:

We would really like to do it, but we're a very small team, so we need to concentrate on finishing the game before working on these really useful tools for the whole community. :)

About the demo, we're working to put it on par with the current version of the game in terms of physics and graphics. The previous version was based on the November build of the game, so we removed it from Steam because it wasn't the expression of the actual state of the game. We hope to be able to put that back online in a couple of weeks.

For all other questions, we will answer them in the upcoming Q&A article here on RD, so if you have any other questions about the game and the studio, feel free to ask. :) We'd really like to tell you more about the philosophy and the technology behind Racecraft and also Vae Victis!
 
Fabio, first of all, thank you for your tip regarding my earlier comment. I guess that the game will have some sort of a central repository for cool tracks created and a voting system (to allow people to pick the most voted ones), right?

Yes, you got it. But the system is really flexible, so no one prevents us to create an official Racecraft MP league with a set of 20 or 30 predefined tracks, that would act as the official championship on which everyone could race. Then all players can still create their own mini-leagues with the tracks they prefer. So, I think our system can satisfy the needs of both simmers and more casual players. It just depends on how you use that. :)

do you guys plan to eventually release this technology to a rally game? Packing the "Camilla engine" and some serious FFB/physics, this could be the next big thing on that arena. (Of course you'll need to create a "virtual navigator procedural engine" too, in order to "read" the track and tell the pilot what to expect on next curves).

This was one of our goals since the beginning. We'd really like to have rally for a Racecraft 2, but the problem is that we're a very small team and we need RC to perform as it should to be able to develop a RC2 with a rally focus. :)
 
Does the procedural tracks come with a randomized physical mesh, as in FFB dips/bumps in the track surface that is felt in the wheel, or is it a "smooth ride"?
 
A new Weekly Event on a track we called Zagata Park is now online!

LY4tyUF.png


This is a very hard and technical track, which includes slow hairpins, long and fast straights and a couple of very tricky points. If you own the game, this will keep you busy for the whole week!

We also churned out a small update (0.3.2) with a few fixes:
  • Ghosts are now working properly
  • Corner cutting is not allowed anymore
  • Laps are now invalid when you go out of the track with all 4 wheels
  • Options reset
  • Controller sensitivity is now configurable
  • Other minor bugfixes
Have a good weekend!
 
ah Racecraft thats what its called. i saw a video of it a while back, thought it was a really interesting idea and completely forgot the name of it. hooray for accidentally clicking on a subforum!
 
Hello everyone,
I know it's quite a long time we haven't posted anything but we had a few nasty bugs which took us much more time to solve than what we expected.

In a few days we'll release the 0.4.0 update for Racecraft, which will include the Car Paint Mode, a few graphics improvements and other bugfixes. Beta testers are now testing it and we hope to be able to release it to the official production branch within next week.

We created an animated GIF to show you what you will be able to do "officially" with the Car Paint Mode. Have a look at it and tell us what you think about that.

xT4uQtVSQtLQEDZFdK.gif
 
Racecraft.png

New Procedural technology racing title Racecraft has shown off some early sneak preview shots of the soon to be released car paint editor currently in closed beta development.


Racecraft is a new Steam Early Access title from Vae Victis Games, the development team behind Victory: the Age of Racing. Benefiting from unique procedural technology allowing literally limitless variations of circuit design to be built and used within the game.

With a regular scheduled plan of updates and enhancements to the admittedly fairly bare baseline content, Racecraft have now recently revealed a few early preview images of the new proposed paint shop editor making its way into the game in the coming weeks.

Racecraft Car Paint Preview.gif


Alongside the new paint mode the upcoming patch should bring some graphics improvements and other bugfixes to the title. Racecraft development has been slightly delayed in recent weeks as the studio iron out a few major unexpected bugs, however fans should expect progress to step up in the coming weeks as Vae Victis bring together the proposed development schedule for this interesting take on the traditional racing game.

Check out our RaceDepartment Racecraft forum for all the latest news and discussions around the Early Access progress of Racecraft.

Keep an eye out for an exclusive opportunity to ask your own questions direct to the people behind Racecraft as we run a RaceDepartment and community Question and Answer interview in the coming weeks... watch this space!

Have you tried Racecraft yet? What do you think of development so far? Do you like the idea of the propose paint shop mode? Let us know in the comments section below!
 

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