[Audyssey] Rail Racer news
Tommy Carroll
carrsk8 at hotmail.com
Wed Dec 6 08:30:58 EST 2006
Fantastic? Outstanding? Amazing? Maybe revolutionary? I can't decide which
is the best word for this game!
You can consider this game purchased and on my computer which is a pretty
large accomplishment due to the fact that I don't buy many games. I think
the game would have been awesome if it were released a few months back
without some of the features, but now? Totally excited...
~Tommy~
>From: "Che" <che at tridigitalbb.com>
>Reply-To: Gamers Discussion list <gamers at audyssey.org>
>To: "Gamers Discussion list" <gamers at audyssey.org>
>Subject: [Audyssey] Rail Racer news
>Date: Tue, 5 Dec 2006 19:09:53 -0600
>
> Hi gang,
> I have been away from the list for a while working on the Rail Racer
>multi
>player code, but I am back now with some good news for all you adrenaline
>junkies out there.
> A whole lot of features have been added to the game since my last update
>here, and I am going to give a full listing of features in about a week
>after the active beta testers and I polish off some of the code.
>Additionally, I will be offering a pre purchase with a discount for those
>that are interested. The full release will be 38 dollars U.S., and the pre
>purchase will be 33, more details to come next week.
> In the meantime, here are some of the major features:
>Force fields and loops and hurdles, oh my: This isn't your typical racing
>game, as your racer is equipped with jump jets so you can jump over hurdles
>in the track. This has to be timed just right so you don't waste time in
>the air by jumping too high, but you have to make sure your altitude is
>high
>enough to get you over the jump.
> Loops will test your ability to make quick and accurate shifts, as you
>will first have to climb the first half of the loop and then quickly shift
>up as you come out of the loop.
> Force fields can be placed on a track, forcing you to slow down before
>the
>field. Try and take the field too fast, and you are gonna come to a
>screeching halt, but again, you don't want to slow down too much, or you
>waste valuable time and speed. Delicate driving baby, delicate driving.
>
> Mouse control: Besides the standard keyboard and joystick support, you
>can drive your racer with the good old mouse, pushing up to accelerate,
>pulling down to slow, and leaning left and right. Mouse buttons will shift
>you through the gears. The mouse is a great way to control accessible
>games, and along with Liam's new shooter, I hope to see more and more games
>take advantage of it.
>
> Damage management: Your racer will take damage in the higher skill
>levels
>if you take a curve badly or crash into a hurdle or force field. If this
>happens, do you burn the time fixing it in the pits, or try to finish the
>race with your damanged and therefore slower racer? It is all up to you
>little buddy. Along with fuel management, deciding when or if to pit can
>be
>the difference between entering the winners circle or crying in your beer.
>
> Web posting: All Tracks have their own web page on the Blind Adrenaline
>web site, so you can post your times and see how you stack up to the
>competition.
>
> Career play: You will earn money as you win races, as well as accumulate
>points for bragging rights. The money can be used to upgrade your racer as
>you become more successful. These upgrades include a superCharger to boost
>acceleration, nitros and extra nitro ports for a sudden burst of speed, and
>a gravity puller to get your racer back on the track quickly after a
>successful jump.
> Also, as you accumulate more points, you will open up more and more
>tracks
>that get progressively harder and more complex to race.
>
> Track editor: I know, you are thinking, wow, those loops and force
>fields
>sound pretty cool, wish I could make my own tracks with that stuff. Well
>you are in luck my racing friend, because Rail Racer comes with a track
>creator that will allow you to create and race your very own tracks,
>setting
>section lengths, curve placement and peppering your tracks with force
>fields, loops, hurdles and cheering crowds to your hearts content. If you
>build a true masterpiece, send it to me and if it is worthy, I will include
>it online so others can race it both in single player mode and online
>against other players.
>
> Tweak your ride: Like fiddling with your racer to get the best speeds
>possible? Once again you have come to the right place. In the garage, you
>have the ability to adjust your gear ratios and wing angle to achieve the
>perfect balance of control, speed and acceleration. Some tracks will
>require quick acceleration for tight turns and lots of loops and jumps.
>Others will go hand in hand with a high gear ratio and low wing angle to
>get
>to your highest speed. Fiddle around a bit and see what settings work the
>best for your favorite tracks.
>
> Multi player code running on a dedicated server: What this means is you
>can jump right into a online race with your friends and enemies right from
>the game, no swapping of IP addresses to find a server. The dedicated
>server is blazingly fast as well, so no lag issues to worry about.
> You will be able to place bets before an online race on yourself against
>any of the other racers in the game. If you beat them, you will receive
>that amount of money, and they will lose that amount, that is of course if
>they agree to the bet. This money can be used to upgrade your racer as
>mentioned before.
> Currently I am projecting that up to 20 players will be able to race
>each
>track at one time, but so far we have only tested with a max of seven.
>I'll
>let ya know later on how it works with more players. This isn't to say
>only
>20 can race at once, merely 20 per track, the server should be able to
>handle a couple hundred over several tracks with no worries overall.
>
> Aditionally, audio tutorials will be included that go over every aspect
>of
>the game, so for those of you that hate reading manuals, rest your tired
>fingers.
>
> I will be updating the blind adrenaline website with more details about
>the game as well as a brand new audio trailer of game play next week, and I
>will let the list know when the trailer is ready to download.
> Once I near completion of the game, hopefully in Q1 next year, I will
>release a playable demo of the game, so you can take it for a little test
>drive to see how you like it.
> In the meantime, feel free to ask any questions you may have, and though
>we are pretty close to the final release, I am still willing to listen to
>suggestions that would make the game better and more fun.
> My objective with this game is to set a new standard of both the
>accessible racing genre, as well as a new and very convenient way of
>playing
>against your friends online. I think we're getting pretty close to those
>goals, but in the end the players will have the final word.
> I look forward to hearing from all you adrenaline junkies out there.
> Take care.
> Che Martin
>email and msn:
>che at tridigitalbb.com
>Blind Adrenaline Simulations
>Games by one of us, for all of us.
>http://www.blindAdrenaline.com
>
>
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