Small stabilisation and hotfix release. But also managed to slip in some nice new stuff in there.
Hey everyone! It's trailer time! This first trailer shows off all the big features of the Steam Early Access release. Please enjoy! And don't forget to visit the Steam store page for more information!
The steam store page is now up in "coming soon"-mode for Roadclub: League Racing! Check it out and please give us feedback if there's something you wonder about!
Also, release candidate 3 (v1.1) is now out to testers on steam. Here's what's new!
This fixes all known major bugs and introduces a few new cool things like the new boost system. Another round of testing and I hope we're ready for a early 2017 early access release.
We've been testing, fixing some bugs and sorting out legal documents for the past month as well as recording gameplay for a Trailer to use on the Steam store. The only steps left now are completing that Trailer, suggesting a price for the game to Valve (what would you be willing to pay? Let me know!) and finalize the text for the Steam storefront. In the meantime you can enjoy a smaller update released just now labeled 1.09! Details follows:
Here's a quick example of the spy report screen. Robert Yak will be more competitive in the next race!
Shortly after the beta update we noticed something was off with the AI. Sprite cars weren't accelerating on higher difficulties. This is now corrected.
The cause was an insane amount of coincidences making the engine of these cars go into safe mode to not stall and the AI wasn't smart enough to get out of neutral gear when that happened. Doh.
This also includes a couple of minor fixes to text that didn't look good in case you noticed before :) Hopefully it all looks good again now! We'd love to hear from ya!
The final beta round for Roadclub: League Racing is out very soon! This marks the first complete version of the game with all features and content complete, hopefully coming to Steam Early Access later this year (still not making any promises - you know, gamedev and life happens all the time in this business).
So without further ado, here's what's new, what's updated and what's squashed!
Squashed major bugs
As a bonus, here's some fresh screenshots from our new tracks:
Highway Chase and Pinewood Lakes!
If the game crashes on Windows, a big help to us developers to solve crashes is sending us a so called minidump. Here's how you do it:
If you've gotten an invite to test Roadclub but aren't sure how to get started. Here's a detailed step-by-step guide to help you along!
New to top-down racing?
Roadclub is played from a top-down perspective and it is a common issue for new players that it is difficult to understand how the steering works at first.
The game is controlled like other 3D racing games where you only steer left and right, NOT by steering in the direction you want to go on the screen, that is four directions - up, left, down, right. This can be hard for new players and it is actually more common for women to struggle with this, so if this applies to you it's no problem, you're not alone and it's possible to learn quite quickly. Here's a few tips on how to get racing fast:
In case you missed it on my Twitter. The reason the game is taking a bit longer to show up on steam is..well I made some experiments during christmas break and managed to make pretty convincing proof-of-concepts for both Steam leaderboards and 2-player splitscreen multiplayer. These are two huge often asked about features that will add tons of fun to the game. So I decided to go for it and complete these features before early access on steam to give it a greater kickoff!
I'm sorry it's taking longer but I really think this will add a lot to the game. I don't have a date yet but I'm hoping to have a closed beta out to a few people within a couple of months. The beta will be sent out to friends and anyone who I pick that follows me and ask for beta access on Twitter (@bennysce).
I'll try to be better to update the blog, but I'm very busy working the game and working full-time during the days and gathering energy and motivation the rest of the time. Let me know if you look forward to the game, it boosts me a lot!
Hey everyone! Wanted to give you a quick update as we're moving closer to the end of the year. As you've probably figured out already we won't able to finish the beta before 2015 transitions to 2016. It may look like we haven't made any progress, but that's not true!
We have a 95% complete version that is soon ready for Steam early access as well as an update on itch.io. "Soon" may still be a few months though as our time for the game is limited by the little spare time we have after our full-time jobs and families are taken care of. But we're (slowly) making progress all the time!
The next version will include the single-player career mode, more cars and tracks in a shape that really could be released as the final game (although not with all the bells and whistles we'd like yet). However we know we can do better and hopefully we can get this up on Steams early access program early next year and continue improving it until its ready, giving you the chance to help shape the game by giving us feedback along the way!
We've updated the Roadmap section with the current plan.
Happy holidays retro-racing fans!
2-man indie studio Solid Core from Sweden created this ambitous 2D top-down racer and originally released it in late 2008.