Hey guys, lovin all the comments so far. Thanks for the support, as usual
Going to address a few things:
Multiplayer: Right now we've got 2 player split screen, but we want to have 4 player, just don't know an ETA. We also want to implement online MP as soon as we can. We know this is a big draw for a lot of people, as rollcage was bananas in multiplayer
Kickstarter: yeah it bombed like a seagull in a McDonald's parking lot. BUT we've moved forward and early access is the ticket
Resolution Options: My god, yeah. Brutal setup right now. I tried to get Rob (the one who makes the game do stuff) to make it change via a button, but he had a lot on his already full plate.
Dev discussion: Yep, we're pretty involved. We like to stay on top of things and really soak in the feedback. I may actually be guilty of spending too much time in the community.
Difficulty/physics: The game can be hard, yes. The physics don't help in this respect, but neither does my Industrial track in a lot of spots. It was my first ever racetrack, so it's got it's share of problems. I'm going to spend some time before the next patch making it flow better, with less frustrating collisions.
Things that we've got at the top of our priority list for next patch:
- Controller Inputs - supporting all gamepads and having input configurable in general
- Tracks - increase playability and flow
- Handling - tweak sensitivity profiles for keyboard vs gamepad
- UI - fix resolution options and HUD bugs
- Physics - taming collisions (ie: PhysX) and giving the car a better sense of traction. This may not make it for next patch though. Big job
There's more, but I don't want to look at my list right now, as I'm in a good mood.
Again, thanks for the comments, and if you have any more questions, feel free
Game looks amazing, but I'm a little concerned about the final track count -- by 12 tracks, do you mean 12 tracks with various layouts of each track or 12 in total?