Hey guys,
Chris here, Game Director on GRIP
Such nice comments in this thread... I'm gettin all warm and fuzzy over here. Thanks for all the positive support, I really mean that. I don't know if I've seen a single negative thing in this thread (although we're open to all types of feedback, of course)
I know I'm a bit late to this party but I wanted to chime in to address some concerns as well as see if you have any questions that can't be easily answered on the forums.
We've released a few patches since the private release launch (including one today: 1.0.4) that help fix a lot of the issues people have with the game. Here's a quick list of things that are relevant to this thread:
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- Car physics/collisions have improved since v.1.0.3, though we're still battling physX and have some work to do before the public release
- Arena mode has greatly improved, and much more exciting now. Plus there's a new Chrismas arena in the latest patch
- We now have a wrong way indicator, as well as other helpful HUD elements
- The student track has been updated visually, but still needs work in terms of routes, in that many alternate routes are just not worth taking
- The AI is quite simple, but it'll be getting a boost next month. Right now they're pretty dumb to be honest
- Split screen was intended to be implemented quite far down the line, but we've just recently had a discussion about trying to put it in quite early (2 player. 4 player would come later)
- We want to bring GRIP to PS4, but we're focusing on Steam early access right now. A few months into the new year, we'll know more about a PS4 version. Sony would like us on their platform, we know that much
We're quite aware of the many issues that still plague the current version of the game, but it's been a great help getting so much feedback from the backers who are playing the private release.
I also wanted to say that I'm really happy you guys are enjoying the Industrial track on Jahtra. That one's mine
It is a pretty tight course, but I think it does a good job of portraying the kind of complexity we're going for, with having multiple routes and varying terrain. That said, it's the first race track I've ever designed, so they should be getting better from here on out.
And yes, the Figure8 is a great contrast to it as it's nice and open with lots of room to battle - as someone here stated.
So, let me know if you guys have any more questions, and if you've got access to the game, be sure to check out the new pre-xmas patch.
Cheers!