Night-Runners Private Alpha v2,9942 Update Log + Dev Update
Hi! There’s a lot to update you on, so let’s get into it.
We recently pushed a new update to Patreon/Itch, which includes the Tobimizu Wasp (based on the Tommykaira ZZ), now fully playable.
Simplified changelog for the latest update;
Reduced AI difficulty again at lower levels;
Removed automatic difficulty scaling based on player win streak;
Fixed issue where parts couldn’t be installed due to conflicts (exhaust tips were the main problem);
Fixed Tobimizu Wasp rear fender bugs;
Fixed Tobimizu exhaust not being changeable;
Fixed various S14 UI gauge bugs;
Minor visual fixes for Tobimizu and S14;
General small bug fixes;
CARS
This month has been focused heavily on car importing so we can start adding new crews as soon as possible.
We currently have 25 new cars spawnable in-game; these only need minor visual tweaks and/or engine sounds to be used by AI. To make them fully playable, they need a bit more work; UI setup, interior texture tweaks, stat setup and general polish.
Current status of newly imported cars;
JZX90; Cresta, Chaser and MK2; needs interior texture tweaks and UI gauges;
Z33; needs interior textures, UI gauges and VQ engine sound;
R34; GTR, Sedan, GTST; needs interior textures and UI gauges;
R33; GTR, Sedan, GTST; needs interior textures and UI gauges;
R32; GTR, Sedan, GTST; needs interior textures and UI gauges;
C10 Skyline; GTR, Sedan, Surfline; needs interior textures, UI gauges and engine sound;
F360; needs interior textures, UI gauges and engine sound;
NSX; NA1 + NA2; needs interior textures, UI gauges and engine sound;
PS13; needs interior texture tweaks;
180SX; needs interior texture tweaks;
The AE86 is now ~99% complete; Levin/Trueno, hatch and coupe. It will go into testing next week and be fully playable in August.
At least 2 new chassis will be fully playable and ownable next month (August); for now they’ll be used by AI racers while final tweaks are completed.
GAMEPLAY
The next update (August) includes major gameplay improvements, especially to traffic;
The traffic system has been completely rebuilt and can now handle up to 50 active cars;
Traffic collisions now behave properly; cars can be pushed when hit;
Traffic understands stop lights, give way, merging and uses indicators;
Traffic will move slightly out of the way if you approach at high speed, when possible;
After crashes, traffic will recover and return to the road instead of freezing;
Smoother road following and improved shadow rendering;
Minimap GPS improvements;
Shows all pause menu locations while driving; PA, TT, garages, storage, etc.;
Routes now follow “legal” roads; can be adjusted for maps like touge;
Many bug fixes and general polish;
Lighting;
Streetlights now cast visible fog beams while driving, similar to PA areas;
Fixed lens flare jitter and various visual issues;
ENVIRONMENT
Oi Wharf is now imported and driveable, but still needs a lot more work before it’s fully playable.
I've attached some pictures of it in it's current state. It has absolutely 0 lighting, 0 post processing and 0 material/texture tweaks.
It's very fun to drive, it has a vague Midnight Club 3 feel to it due to all the shortcuts through which aren't marked on the map. You can see in the images, the GPS is also going to display where the map limits are.
It’s by far the best-looking map in Night-Runners so far, and easily the most detailed 3D version of Oi Wharf made.
For context;
Larger than the Assetto Corsa Mod version;
Much denser, with drivable space between buildings and inside container yards;
It’s still slightly smaller than I would want it to be, but rather than expanding it further, we’ll be moving on to the next map; a return to the expressway. We'll come back and expand Oi Wharf when we need a break from the expressway. The expansion will include; New houses, a few new roads, and a tokyo drift style multi-story parking lot.
We recently got all the foliage placed, but we need to cut it up into chunks before we can continue with lighting, traffic, ect.
Work on the expressway map is expected to start in September.
Try out the TobiMizu Wasp if you haven't, and I'll be back soon when the AE86 update to released!
