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Steam News15 May 201610y ago

Dev Update #8 - The Future of Radial-G

Hello fellow racers, Well it’s been a little over a month since the first pilots strapped on their shiny new headsets and threw themselves into an exciting array of new (virtual) worlds.

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Full Radial-G : Racing Revolved update

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Repeated intro

Hello fellow racers, Well it’s been a little over a month since the first pilots strapped on their shiny new headsets and threw themselves into an exciting array of new (virtual) worlds. Thank you to all you early adopters for believing in the technology and handing over your hard-earned cash to support the growth of this amazing new industry. This has been without doubt the most exciting, nerve-racking and happiest times as we watch VR go from relative obscurity to something that is on the lips of every mainstream news publisher and broadcaster, all within the space of two years. Over the past month we’ve seen amazing support from our original Kickstarter backers, early access fan-base and new players alike. A sincere thanks to each and every one of you. We’ve also seen fantastic support from Oculus who have helped us in many ways to get where we are today. We've also seen a rise in negative reviews and have been reading each and every one of the more constructive feedback points, agreeing with most of the issues and complaints you are highlighting. V1.0 of Radial-G : Racing Revolved was always going to be the base foundations from where we continue to build upon, taking feedback and ideas into consideration and implementing those we feel are most requested, or would add the most to the game moving forwards. What this has meant is we can now confidently plan out the next year of development and as such we can announce that following a series of long design meetings filled with passionate debate and way too much coffee, the feature list for implementation looks like this:

What changed

0 fixes3 additions1 change0 removals
  • Gameplay
  • Events
  • Compatibility
addedHello fellow racers, Well it’s been a little over a month since the first pilots strapped on their shiny new headsets and threw themselves into an exciting array of new (virtual) worlds. Thank you to all you early adopters for believing in the technology and handing over your hard-earned cash to support the growth of this amazing new industry. This has been without doubt the most exciting, nerve-racking and happiest times as we watch VR go from relative obscurity to something that is on the lips of every mainstream news publisher and broadcaster, all within the space of two years. Over the past month we’ve seen amazing support from our original Kickstarter backers, early access fan-base and new players alike. A sincere thanks to each and every one of you. We’ve also seen fantastic support from Oculus who have helped us in many ways to get where we are today. We've also seen a rise in negative reviews and have been reading each and every one of the more constructive feedback points, agreeing with most of the issues and complaints you are highlighting. V1.0 of Radial-G : Racing Revolved was always going to be the base foundations from where we continue to build upon, taking feedback and ideas into consideration and implementing those we feel are most requested, or would add the most to the game moving forwards. What this has meant is we can now confidently plan out the next year of development and as such we can announce that following a series of long design meetings filled with passionate debate and way too much coffee, the feature list for implementation looks like this:
addedXP Rewards/Progression – today we have an XP system that is not linked to any kind of progression, with the exception of the Hellfire unlockable ship, we will be adding additional rewards linked to your progression.
addedNew environments + tracks – the two main questions we get asked 1) are you making flat tracks and 2) are you building any planet-based environments. The answer is yes, but only for test purposes at the moment. We strongly believe sim sickness is so low on Radial-G because there’s no horizon in the current environment so your body never feels like it should be upside-down. When you add in a horizon i.e. racing on the surface of a planet, things get ‘interesting’...so we are building test environments that no doubt we’ll invite the community to test for us before deciding which direction we go. Either way we will be adding new environments and tracks!
changedSo the million-dollar question is when? We can’t sadly give a definitive date but we plan regular updates over the next few months and beyond to keep the game fresh, adding the features above and more we haven't shared yet! Why the uncertainty you may ask – well the support we’ve received has enabled us to employ more developers and so we’ve gone from four guys who know every line of code, every 3D asset and mechanic, to needing to on-board additional team members. Therefore, a doubling of the development team does not mean double the output, at least not initially... and it’s difficult to predict when this will become the case. As the timelines become more clear we will of course keep you guys updated and share screenshots and concept art of features in development. Keep a look out for future updates here and be ready to hop over to the latest beta channel builds with test versions of the features implemented so you can play them first and provide invaluable feedback to us before they go live. Thanks again for your wonderful support to date. The Tammeka Team. tl;dr - we're listening and lots of new exciting stuff is coming and will continue to do so

Radial-G : Racing Revolved changes

addedHello fellow racers, Well it’s been a little over a month since the first pilots strapped on their shiny new headsets and threw themselves into an exciting array of new (virtual) worlds. Thank you to all you early adopters for believing in the technology and handing over your hard-earned cash to support the growth of this amazing new industry. This has been without doubt the most exciting, nerve-racking and happiest times as we watch VR go from relative obscurity to something that is on the lips of every mainstream news publisher and broadcaster, all within the space of two years. Over the past month we’ve seen amazing support from our original Kickstarter backers, early access fan-base and new players alike. A sincere thanks to each and every one of you. We’ve also seen fantastic support from Oculus who have helped us in many ways to get where we are today. We've also seen a rise in negative reviews and have been reading each and every one of the more constructive feedback points, agreeing with most of the issues and complaints you are highlighting. V1.0 of Radial-G : Racing Revolved was always going to be the base foundations from where we continue to build upon, taking feedback and ideas into consideration and implementing those we feel are most requested, or would add the most to the game moving forwards. What this has meant is we can now confidently plan out the next year of development and as such we can announce that following a series of long design meetings filled with passionate debate and way too much coffee, the feature list for implementation looks like this:
addedXP Rewards/Progression – today we have an XP system that is not linked to any kind of progression, with the exception of the Hellfire unlockable ship, we will be adding additional rewards linked to your progression.
addedNew environments + tracks – the two main questions we get asked 1) are you making flat tracks and 2) are you building any planet-based environments. The answer is yes, but only for test purposes at the moment. We strongly believe sim sickness is so low on Radial-G because there’s no horizon in the current environment so your body never feels like it should be upside-down. When you add in a horizon i.e. racing on the surface of a planet, things get ‘interesting’...so we are building test environments that no doubt we’ll invite the community to test for us before deciding which direction we go. Either way we will be adding new environments and tracks!
changedSo the million-dollar question is when? We can’t sadly give a definitive date but we plan regular updates over the next few months and beyond to keep the game fresh, adding the features above and more we haven't shared yet! Why the uncertainty you may ask – well the support we’ve received has enabled us to employ more developers and so we’ve gone from four guys who know every line of code, every 3D asset and mechanic, to needing to on-board additional team members. Therefore, a doubling of the development team does not mean double the output, at least not initially... and it’s difficult to predict when this will become the case. As the timelines become more clear we will of course keep you guys updated and share screenshots and concept art of features in development. Keep a look out for future updates here and be ready to hop over to the latest beta channel builds with test versions of the features implemented so you can play them first and provide invaluable feedback to us before they go live. Thanks again for your wonderful support to date. The Tammeka Team. tl;dr - we're listening and lots of new exciting stuff is coming and will continue to do so
  1. Weapons/Power-ups – yes they’re coming! They are the first major update on the list we’ll be developing, so consequently will be in the first update. Developing in VR is a very different proposition to developing a standard game, we wanted to nail the racing experience first and foremost and ensure that players didn’t experience nausea, before moving onto to weapons.

  2. VR Homescreen – we’re our own biggest critics and we find the most jarring experience of the game the menu system. We will be redesigning the entire front end so that you are immersed from the start.

  3. VR Social Hub – multiplayer is critically important to the success of Radial-G, we want to move away from the stale lobby environment that is more typically found in a non-VR games but still provide the custom race options to make your lobbies and races unique each time.

  4. Multiplayer updates – more details coming soon...

  5. Personal VR space – more details coming soon...

  6. XP Rewards/Progression – today we have an XP system that is not linked to any kind of progression, with the exception of the Hellfire unlockable ship, we will be adding additional rewards linked to your progression.

  7. New environments + tracks – the two main questions we get asked 1) are you making flat tracks and 2) are you building any planet-based environments. The answer is yes, but only for test purposes at the moment. We strongly believe sim sickness is so low on Radial-G because there’s no horizon in the current environment so your body never feels like it should be upside-down. When you add in a horizon i.e. racing on the surface of a planet, things get ‘interesting’...so we are building test environments that no doubt we’ll invite the community to test for us before deciding which direction we go. Either way we will be adding new environments and tracks!

  8. Ships – more ships and more customisation...as you’d expect!

  9. Storymode – it’s a racing game so of course the story is not going to be of the scale of an RPG, but we will be looking to build a back-story for the character as well as developing stories for the boss characters you will encounter

  10. Top Secret Awesome Stuff - more details coming soon...

So the million-dollar question is when? We can’t sadly give a definitive date but we plan regular updates over the next few months and beyond to keep the game fresh, adding the features above and more we haven't shared yet! Why the uncertainty you may ask – well the support we’ve received has enabled us to employ more developers and so we’ve gone from four guys who know every line of code, every 3D asset and mechanic, to needing to on-board additional team members. Therefore, a doubling of the development team does not mean double the output, at least not initially... and it’s difficult to predict when this will become the case. As the timelines become more clear we will of course keep you guys updated and share screenshots and concept art of features in development. Keep a look out for future updates here and be ready to hop over to the latest beta channel builds with test versions of the features implemented so you can play them first and provide invaluable feedback to us before they go live. Thanks again for your wonderful support to date. The Tammeka Team. tl;dr - we're listening and lots of new exciting stuff is coming and will continue to do so

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Steam News / 15 May 2016

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