DantesWrath
Member
I can't wait to play this game in 2009!
Anzu said:I read somewhere on this forum that they wanted GT4 cars to flip, but the PS2 didn't have enough "juice" to make it happen.
YYZ said:What's the size of the team working on GT5?
Car damage, sounds awesome. That and the dashboard view.
Agent Icebeezy said:It's obvious some don't understand the requirements car manufacturers place on game makers. These car aren't going to flip because they view their cars as trophies on the road. Console hardware has nothing to do with this decision.
It doesn't? Forza 1 allowed for thatLJ11 said:Ask yourself this, why don't the cars in Forza 2 flip over? Surely the 360 has enough juice to make a car flip.
DantesWrath said:I can't wait to play this game in 2019!
AlphaSnake said:56 employees worked on modeling GT4, and that was enough for them because they were able to reuse a lot of assets from GT3. Car models for GT5 have been in development since late 2004, which has given PD quite a lot of time. Right now, I'm almost certain that there are just about 100 people working on the car modeling aspect of the game (a lot of people are also hired and others are brought over from other studios temporarily), since it is at its most critical point of development. Over time, that number will dwindle as the game nears a higher rate of completion.
Yoboman said:Every other racing sim allows for it
Doom_Bringer said:do they even have to redo the models? I am sure they made high quality models for GT3/GT4 and scaled them back so they could run on PS2. Now they might just bump up the polygons and be done with it
AlphaSnake said:56 employees worked on modeling GT4, and that was enough for them because they were able to reuse a lot of assets from GT3. Car models for GT5 have been in development since late 2004, which has given PD quite a lot of time. Right now, I'm almost certain that there are just about 100 people working on the car modeling aspect of the game (a lot of people are also hired and others are brought over from other studios temporarily), since it is at its most critical point of development. Over time, that number will dwindle as the game nears a higher rate of completion.
Yoboman said:It doesn't? Forza 1 allowed for that
seattle6418 said:i know you have a lot of inside info, but lets put math into this:
5 people = 1 car in 3 months
5 people = 4 cars in one year.
100 people = 80 cars in one year.
from... lets say start of 2005 until de end of 2007 we have 36 months.
240 modelled cars with this crew.
ok, a lot of numbers here might be a bit different, but still, to me this just gives an idea that we're not really sure how car modelling is being done.
240 models is quite loe for GT standars. i believe we will see more. maybe they can still use some scans with some cars... maybe one team of 5 people can work in different models...
all cars from GT4? sure, but lets not forget must have cars that we didnt had in GT4 but we have now: all ferraris, the new BMW M6, the new skyline... the list goes on. so the number of cars (according to kaz) should be even higher.
but then again, numbers are easilly mistaken. GT4 had 819 variations. roughly 300 different body structures to model tough... (yes, i counted but right now i forgot the exact number.) so its not as bad as the numbers might indicate...
Maybe flip isn't the right word, I'm not looking for the cars to get obliterated Burnout style. I just don't want the cars to be stuck to the track. Forza allowed the cars to go flying, even if they didn't end up on their roof.WHOAguitarninja said:No it didn't.
Car manufacturers aren't going to allow ANYTHING into the game that makes the car seem unsafe. That's why you don't see damage (on production cars) that destroys the frame of the car, that's why you don't see cars flipping, and that's why it's such a pain to even get any damage at all.
UncleGuito said:Cool, but all of those changes should have been done a long time ago. The GT series (in my mind), has been lacking since the second game.
Yoboman said:This game really needs an evolution in every way though. Right down to the structure of races and progression through the game. Even presentation. It should feel like a new experience, not like Gran Turismo 4 with damage
Yoboman said:That's crap if true. So that means damage won't be applied to most of the cars? If I can only smash up a particular type of car, then what's the point?
I'd prefer they only include the cars they can wreck up, at least that sets a regular standard.
LJ11 said:Yeah, I agree. 12-20 cars online, with damage, dynamic weather and 60fps should have been in ages ago. :|
Heck, I will be surprised if they're able to pull all this off on the PS3. Yet you seem to believe that all of these features should have made into the PS2 games. That's just...:lol
But the physics say goodbye.Gek54 said:TOCA on PS2 says hello.
Yoboman said:Every other racing sim allows for it
Yoboman said:Maybe flip isn't the right word, I'm not looking for the cars to get obliterated Burnout style. I just don't want the cars to be stuck to the track. Forza allowed the cars to go flying, even if they didn't end up on their roof.
That's not really necessary. He just needs a gameplay advisor to help him co-ordinate a new structure for the games. I'm tired of playing through A-spec and the license test and whole design of the game basically revolving around progressive upgrades in your arsenal of trading up cars. They need to do something differentSteroyd said:Slow progression, GT3 had tire damage on most of the later races while GT4 had tire damage on all races.
There might be a similar thing from GT5 to GT6 or they might patch GT5 or something.
Gek54 said:TOCA on PS2 says hello.
frAntic_Frog said:online car swapping >>>> damage
i just want GT5 to have a nice featured online structure with races and car trading....that is a lot more important to me than damage.
- Toutes les voitures et tous les circuits de GT4 seront présents dans le nouveau GT.
distrbnce said:Pretty sure GT5 can come out whenever it feels like it and do just fine.
Yoboman said:Every other racing sim allows for it
You see Rally cars rolling in real life very often, it's part of the whole Rally experience that they can flip if the driver makes a mistake. The licensed cars were all Rally cars, not just cars you could buy yourself.mrklaw said:rallisport 2 had cars rolling. Rolling a lot. Real licensed cars too I think.
SealSqueal said:Well another counter to the manufacturer argument was the Dodge Viper game from a few years back, you smash the absolute crap out of the cars in that. It was most stupidly fun racing game I ever played.
Hope Kaz can get his way and implement rolling.
Unfortunately, different manufacturers have radically different hang-ups. Also, the hang-ups are not proportional to the real-world prestige of the brand or its importance to the Forza franchise. I'm not going to name names, but I will rant a little bit.
One American manufacturer will allow damage all day, but is adamant about cars not rolling over. We have several other manufacturers that will only allow roll-overs if all of the others agree first hellofa Catch 22. One of our European marks can't be used in PR materials as solo, winning or losing. It must always be pictured with other cars and dead even with them. Another European brand will allow painting and decals, but we cant allow players to put thunder on the side of the car. Im not even sure what that means. I assumed it meant lightning, but when I asked that specific question, the representative was very insistent: no thunder.
We have brands that charge ridiculous fees and make pretty "meh" cars. We got very popular brands that make awesome cars and charge next to nothing. Some brands are dead set against DLC. Other brands are willing to sponsor DLC.
There is a huge difference in how thorough each brand is when approving the car renders. On version 1, we accidentally submitted a car render from one Japanese manufacturer to its rival as one of their own cars and they actually approved it as their car.
As youd expect, these licenses are usually a lawyer to lawyer affair, but sometimes I get involved so we can escalate the matter higher up in the company. Some brands control other brands. Some brands hire outside licensing companies. Other brands have a licensing division within their legal or marketing departments. Sometimes different regions of a brand control the licensing, but usually its at a corporate level.
We have one European manufacturer that allows damage and rolling over, but is fairly unreasonable about upgrades and painting - core features to Forza. Truth is, I've spent 80% of my licensing time with just this brand. All that, and we still only got the licenses signed for half of the cars that we built from that brand. And yes, that means we spent months building cars that will never make see the light of day. I had to do back flips just to keep the small group of their cars that I felt were critical we even got Peter Moore involved with this brand to help us pitch a higher level of partnership.
In the end, its all about building a partnership which takes time. The key is to show them that we have passion for their brand and will defend it. It helps that we make a simulator they know our goal is to achieve reality and celebrate their brand in a franchise, not use their brand to sell a quick product."
Agent Icebeezy said:Dan Greenawalt - Head guy on Forza 2
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