What is changed/improved in the full version?
Posted: Tue Feb 24, 2009 5:27 am
I just downloaded the demo, and I've been playing it just about all day. I'm still not great (managed a 1:31 lap on the 2nd demo track who's name eludes me), but I'm starting to get the hang of the engine. I've been browsing around the boards, and by the sounds of things there have been some improvements made to the full version that aren't in the demo. I'm just curious how much better the full version is, and what exactly has been improved/changed.
This really is an amazing piece of work, and done by one guy! I'm really amazed at how ambitious this project is, but I judging by the demo, I just can't find a way to justify spending $40+ to purchase the full version. I can buy Excitebike 64 used for like $4 and still have an incredibly well-playing, (though not sim-real) enjoyable MX game. I'm a bit worried that this project is a bit TOO ambitious for just one person. Personally I would think about maybe enlisting some help. I would be more than happy to, but unfortunately I don't really have any programming knowledge. However I will give some of my thoughts on how to improve the game. I've only played the game for like 6-8 hours or so, but I know game design and I do know a bit about riding, so I can say that there are some things (at least in the demo) that need some work. Again, I know this is a 1-man job, but these are just suggestions of things to do eventually.
Weight. The bikes feel almost feather-light. The slightest bump throws the bike spinning out of control, which really shouldn't happen. Bike and rider, you're looking at -at least- 375 lbs. It gives the feeling that the bikes are gliding, or floating on top of the track, rather than biting into the dirt, and it makes small bumps throw the whole bike way out of whack, when usually just the back end would kick around a bit, if that. Collisions are also a bit wonky, but I heard that's been fixed, or at least made better.
Bike power. Having realistic power curves is awesome (are there torque curves too? If not that would be something to add), but it's tough to really -feel- that power. I love the feeling of laying on the throttle coming out of a corner and having the bike just bite and take off. The game does a pretty good job, but it feels like the bikes are spinning constantly, and that the power isn't really getting to the ground. More roost would help too.
Track Deformation. I know that the game has this, which is an absolutely -awesome- feature. I've never seen another MX game do this. This is one of the premier features of this game in my opinion, and should get a lot of attention to make as realistic as possible. It's great as-is, but it's not perfect. The ruts only seem to develop if you sit and spin in an area, and they develop holes more than ruts. I come around a corner on the last lap of a race with 19 other bikes, and instead of a rut, there's a little hole at the end of the corner that throws my bike into a helicopter spin. Ruts should develop easier to an extent. I've seen cpu bikes get stuck on the fact of a jump and then dig themselves into a giant hole and end up stuck there. This should not happen, but surface ruts should develop easily. I'd like to see some nice deep ruts develop in corners, common lines where riders are accelerating hard, but I'd also like to see some minor ruts develop on straights, and some ruts develop on the face of jumps.
Bike suspension. I feel like the suspension is more for an aesthetic effect, and doesn't really do a whole bunch. It's nice the see the bike lurch back when accelerating, and nose down when you grab the front brake, but in terms of absorbing bumps and landing it doesn't seem like the suspension is doing anything. Even the smallest bump throws your balance way out of whack, and can even send you flipping out of control. The suspension should really soak up a lot more than it does.
Leaning. Ok, this is a biggie. The leaning mechanic is the core of the game, but I feel like it's also the area that needs the most work. I've heard that the full game allows you to lean forward and back, which addresses the main issue (this should really be included in the demo. The demo should still -play- like the full version, just not have all of the content and features). First of all, the bike is -way- too unstable. I was playing at 60 stability and had to adjust to keep the bike upright going -straight-. A bike in motion with automatically stay upright, like how if you jump off it will keep rolling without you to balance it. 0% stability should be an optimal, though expert setting, where the bike leans and falls faster, but not too easily. The bikes also wash out too easily...it's liking riding with slicks. The front tire should bite much better, but the back is almost too tight at times. The back tire should bite coming out of ruts and whatnot, but around flats it should kick out a bit, which will bring me to another point a bit later. The bike also falls too easily. I've come around a corner through a deep rut almost dragging the bars in the dirt and the bike still feels balanced. A bike will naturally lean into a rut, and as long as you keep it moving it won't fall over unless you make it fall. You should be able to lean deeper without falling so easily. The balance and leaning mechanic is great, but maintaining balance on a real bike is nowhere near that hard. I feel like it would take longer to get good at this game than it would to get good on a real bike. Also, when you hit a berm, even when you aren't going that fast, the bike just slides up over the berm. A real bike will slam into the berm, the suspension will soak up the impact, and then you'll slingshot out. I also get a sense that the center axis of the bike, the point at which it turns and rotates is at the center of the bike, rather than the front tire and the top of the forks (the bars), and on top of the already light and slippery physics, it -really- makes it seem like you're riding a supermoto bike that can't steer. The axis that the bike pivots on, as well as where it feels "centered" is located at the bars, and direction is determined by the front tire, but in the game it feels like the rider is the pivot-point. The bikes should feel a lot heavier and grippier than they do, they feel very slippery and light, and they shouldn't be so prone to just flipping out of control with the slightest mistake. Bikes are very good at correcting themselves. The back end will slide out and kick all over the place, but as long as the front tire is planted and going straight, you'll stay upright and keep going straight. Sitting should also have a more pronounced effect on both accelerating and turning. You should be able to turn with the rear tire if you want, but I feel like there's no natural-feeling way to do so. Riding has a very natural, rhythmic feeling, but the game feels like a constant struggle to maintain balance, make a turn or even land a jump.
That covers the major points. I would also consider improving rider animations, to make them look like they are more reacting more realistically to the bike, and maybe just add to the interface some. Those are finer touches though, and are really just for polish. I know it sounds like I'm really ragging on the game, but I'm not. I really like the project, and think it's a really great piece of work that is quite enjoyable to play. The fact that it is the work of one person is incredible. However, if you can address some of these issues, this game has serious publishing potential, which would push the potential for the game through the roof. I hope you take my suggestions seriously, and don't take my criticism to hard, because I just want this game to be as big a success as it can be, and I think it can be hugely successful, and could potentially turn into a very big, and very profitable project for you. At this point though, I just can see spending over $40 for it. It still lacks the necessary polish and features for a full-price game, and with only one developer at the helm, I feel like it's just too big and ambitious, and I'm worried about how much progress it's going to make. It's easy for one person to give up when trying to tackle something of this magnitude, but I -really- hope you keep with it, and maybe find some talented people to help you out, and keep this project progressing quickly. If the game sees some significant progress, I -will- buy the full version...heck, if I have some extra money I might buy it anyway just because I'm a huge MX fan who's been dying for a good MX sim. You've got quite a few hardcore followers here, so keep up the good work!
This really is an amazing piece of work, and done by one guy! I'm really amazed at how ambitious this project is, but I judging by the demo, I just can't find a way to justify spending $40+ to purchase the full version. I can buy Excitebike 64 used for like $4 and still have an incredibly well-playing, (though not sim-real) enjoyable MX game. I'm a bit worried that this project is a bit TOO ambitious for just one person. Personally I would think about maybe enlisting some help. I would be more than happy to, but unfortunately I don't really have any programming knowledge. However I will give some of my thoughts on how to improve the game. I've only played the game for like 6-8 hours or so, but I know game design and I do know a bit about riding, so I can say that there are some things (at least in the demo) that need some work. Again, I know this is a 1-man job, but these are just suggestions of things to do eventually.
Weight. The bikes feel almost feather-light. The slightest bump throws the bike spinning out of control, which really shouldn't happen. Bike and rider, you're looking at -at least- 375 lbs. It gives the feeling that the bikes are gliding, or floating on top of the track, rather than biting into the dirt, and it makes small bumps throw the whole bike way out of whack, when usually just the back end would kick around a bit, if that. Collisions are also a bit wonky, but I heard that's been fixed, or at least made better.
Bike power. Having realistic power curves is awesome (are there torque curves too? If not that would be something to add), but it's tough to really -feel- that power. I love the feeling of laying on the throttle coming out of a corner and having the bike just bite and take off. The game does a pretty good job, but it feels like the bikes are spinning constantly, and that the power isn't really getting to the ground. More roost would help too.
Track Deformation. I know that the game has this, which is an absolutely -awesome- feature. I've never seen another MX game do this. This is one of the premier features of this game in my opinion, and should get a lot of attention to make as realistic as possible. It's great as-is, but it's not perfect. The ruts only seem to develop if you sit and spin in an area, and they develop holes more than ruts. I come around a corner on the last lap of a race with 19 other bikes, and instead of a rut, there's a little hole at the end of the corner that throws my bike into a helicopter spin. Ruts should develop easier to an extent. I've seen cpu bikes get stuck on the fact of a jump and then dig themselves into a giant hole and end up stuck there. This should not happen, but surface ruts should develop easily. I'd like to see some nice deep ruts develop in corners, common lines where riders are accelerating hard, but I'd also like to see some minor ruts develop on straights, and some ruts develop on the face of jumps.
Bike suspension. I feel like the suspension is more for an aesthetic effect, and doesn't really do a whole bunch. It's nice the see the bike lurch back when accelerating, and nose down when you grab the front brake, but in terms of absorbing bumps and landing it doesn't seem like the suspension is doing anything. Even the smallest bump throws your balance way out of whack, and can even send you flipping out of control. The suspension should really soak up a lot more than it does.
Leaning. Ok, this is a biggie. The leaning mechanic is the core of the game, but I feel like it's also the area that needs the most work. I've heard that the full game allows you to lean forward and back, which addresses the main issue (this should really be included in the demo. The demo should still -play- like the full version, just not have all of the content and features). First of all, the bike is -way- too unstable. I was playing at 60 stability and had to adjust to keep the bike upright going -straight-. A bike in motion with automatically stay upright, like how if you jump off it will keep rolling without you to balance it. 0% stability should be an optimal, though expert setting, where the bike leans and falls faster, but not too easily. The bikes also wash out too easily...it's liking riding with slicks. The front tire should bite much better, but the back is almost too tight at times. The back tire should bite coming out of ruts and whatnot, but around flats it should kick out a bit, which will bring me to another point a bit later. The bike also falls too easily. I've come around a corner through a deep rut almost dragging the bars in the dirt and the bike still feels balanced. A bike will naturally lean into a rut, and as long as you keep it moving it won't fall over unless you make it fall. You should be able to lean deeper without falling so easily. The balance and leaning mechanic is great, but maintaining balance on a real bike is nowhere near that hard. I feel like it would take longer to get good at this game than it would to get good on a real bike. Also, when you hit a berm, even when you aren't going that fast, the bike just slides up over the berm. A real bike will slam into the berm, the suspension will soak up the impact, and then you'll slingshot out. I also get a sense that the center axis of the bike, the point at which it turns and rotates is at the center of the bike, rather than the front tire and the top of the forks (the bars), and on top of the already light and slippery physics, it -really- makes it seem like you're riding a supermoto bike that can't steer. The axis that the bike pivots on, as well as where it feels "centered" is located at the bars, and direction is determined by the front tire, but in the game it feels like the rider is the pivot-point. The bikes should feel a lot heavier and grippier than they do, they feel very slippery and light, and they shouldn't be so prone to just flipping out of control with the slightest mistake. Bikes are very good at correcting themselves. The back end will slide out and kick all over the place, but as long as the front tire is planted and going straight, you'll stay upright and keep going straight. Sitting should also have a more pronounced effect on both accelerating and turning. You should be able to turn with the rear tire if you want, but I feel like there's no natural-feeling way to do so. Riding has a very natural, rhythmic feeling, but the game feels like a constant struggle to maintain balance, make a turn or even land a jump.
That covers the major points. I would also consider improving rider animations, to make them look like they are more reacting more realistically to the bike, and maybe just add to the interface some. Those are finer touches though, and are really just for polish. I know it sounds like I'm really ragging on the game, but I'm not. I really like the project, and think it's a really great piece of work that is quite enjoyable to play. The fact that it is the work of one person is incredible. However, if you can address some of these issues, this game has serious publishing potential, which would push the potential for the game through the roof. I hope you take my suggestions seriously, and don't take my criticism to hard, because I just want this game to be as big a success as it can be, and I think it can be hugely successful, and could potentially turn into a very big, and very profitable project for you. At this point though, I just can see spending over $40 for it. It still lacks the necessary polish and features for a full-price game, and with only one developer at the helm, I feel like it's just too big and ambitious, and I'm worried about how much progress it's going to make. It's easy for one person to give up when trying to tackle something of this magnitude, but I -really- hope you keep with it, and maybe find some talented people to help you out, and keep this project progressing quickly. If the game sees some significant progress, I -will- buy the full version...heck, if I have some extra money I might buy it anyway just because I'm a huge MX fan who's been dying for a good MX sim. You've got quite a few hardcore followers here, so keep up the good work!