1. Thread posting restricted: Only the BeamNG team members can post new threads in this sub-forum in order to prevent spam. Posting is available on unlocked threads.

Early Experimental Preview of Career Concept

Discussion in 'Microblogs' started by tdev, Sep 19, 2022.

  1. energypolice52

    energypolice52
    Expand Collapse

    Joined:
    Mar 15, 2024
    Messages:
    178
    Correct, I forgot all vanilla goosenecks and was talking about the Grant gooseneck mod.:)
     
  2. Musicman27

    Musicman27
    Expand Collapse

    Joined:
    Dec 13, 2023
    Messages:
    2,578
    Nice job sneaking us the Aggregate and Fluid cargo boxes for the roof bars. The aggregate box looks awesome! But I think the fluid box could use a little updating :p
     
    • Like Like x 1
  3. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    985
    They were released for the last release and mentioned in the changelog, just there to be able to mess around with weights in freeroam for now. I certainly want to see them better implemented when it comes time for Career Mode deliveries though!
     
    • Like Like x 4
  4. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    985
    Small update!

    This next release will be bringing "fluid transport" to the delivery gameplay, and the intent was to effectively wrap-up development on the core delivery gameplay systems, while transitioning into new systems for drag racing, drifting, and general time trials. The base concept was, "Lets get delivery wrapped up and in a state that players can play perpetually while we transition to the Motorsports Branch and all of the parallel development there such as UI elements and overall UX, scoring and rewards systems, and general development." However, as is always the case in development, as we progressed through the delivery gameplay we uncovered some exciting ideas and possibilities that lead to having to rework some things or even start over on others. This means, we won't be very far ahead at all with the Motorsports Branch gameplay, and won't be able to tie a nice bow on the delivery gameplay and confidently call it "done."

    It's bittersweet, as on one hand we've got the delivery gameplay systems doing some really exciting things, and on the other hand, the more adrenaline fueled gameplay is yet further delayed. This also means general balancing isn't really possible yet as I refuse to try and balance rewards and overall costs to only ONE skill within ONE branch - the delivery skill within the labourer branch. (I still say Labourer Branch, the majority of the company prefers the American spelling of "Laborer" ... I will die on this hill and keep calling it "Labourer" ahah)

    So with the next release still a ways away, I just wanted to temper expectations and take the temperature of the folks here and hopefully motivate both the teams and the community at the same time!

    I shared some WIP shots recently of me going over the container yard at Spearleaf Marine Logistics — and I wrapped that up shortly after — and I've also made really big progress with the Shuffleboard Logistics area on the mainland, across from the current commercial garage/Shuffleboard near the drag strip. I'd like to share so much more with everyone but that'd ruin all the surprises and things are changing hourly, daily, and weekly anyway, so hold tight!

    Without giving too much away, here's a quick shot that hints at what has become of the area! ;)

    upload_2024-7-27_16-19-44.png
     
    #1064 krallopian, Jul 27, 2024
    Last edited: Jul 27, 2024
    • Like Like x 27
  5. Pr9tkin

    Pr9tkin
    Expand Collapse

    Joined:
    Jan 28, 2022
    Messages:
    563
    Not soon? We're not expecting an update in August?

    Am I right to understand that you are remodeling something from what is already ready?

    Besides drag racing and drifting, what other disciplines of motorsport are you interested in?
     
  6. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    985
    I can't comment on when the next release is (it's not up to me, and I'm dug down deep and focused on my small areas of development) but I can say that we are planning on releasing the next update, and then another one around Christmas time as per usual :)

    Regarding the Motorsports gameplay, it's all listed/shown in the Branches screen ATM within Career Mode! For me personally though, I'm most excited for Time Trials and AI Races - time trials are the epitome of driving discipline to me, it's all about self-control and maximizing your abilities on every input and really knowing your vehicle. AI races are an excellent way to spice things up though and when you have another opponent to steal your attention, that's when the racing really becomes alive!

    The first steps for Drag Racing and Time Trials are because they fall into place within the first level of Apex Racing skill within the Motorsports Branch itself, so it's a good place to start so that we can get something released while developing the system(s) for them.
     
    • Like Like x 15
    • Agree Agree x 1
  7. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    985
    Oh and to add to my response to your original question: This is a new area that I'm building! Specifically for the delivery gameplay, and is proving to be an exxxcceeellleenntt drift park area as well, I'm morphing it daily for better truck and trailer drivability while keeping it technically fun and challenging — albeit accessible — for drifting! The area I'm working on is the lot across from the current Shuffleboard Logistics/Commercial Garage.
     
    • Like Like x 15
  8. simsimw

    simsimw
    Expand Collapse

    Joined:
    Nov 23, 2022
    Messages:
    2,069
    Guys this is a lot of information we gotta make sure he doesn’t get snipped
     
    • Agree Agree x 5
  9. Musicman27

    Musicman27
    Expand Collapse

    Joined:
    Dec 13, 2023
    Messages:
    2,578
    Sweet! Did you simulate fluid movement (weight shift mostly) that could affect car handling? Can't wait to find out what else is new!

    Also, you may want to do something about people who don't use the forums. I'm sure most of them are going to start expecting a large if not HUGE update at this point (knowing the pattern of 3 month update cycle, and the fact that it is over 3 months now). You guys might want to right a steam article to help cool off the expectations, instead of them waiting another 1-2 months (if not more) and expecting a bigger update and then being disapointed and possibly review bombing the game.
    --- Post updated ---
    I never saw it mentioned in a changelog...

    Just checked, still didn't see it :p. And I usually do read the changelogs when they come out. I'm one of the (probably) less than 5% of people who know about the new(0.32+) showroom, and new showroom props. And the FPU wydra final drive removal glitch, that was fixed before I got to exploit it.
    --- Post updated ---
    Edit: Ah crap, I found it :p
     
    #1069 Musicman27, Jul 28, 2024
    Last edited: Jul 28, 2024
  10. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    985
    Happy you found it! Admittedly, it's been a while since I last checked the changelogs myself. The focus on Career Mode is generally more about patching together the work-in-progress features just enough to make them release-ready for any given update. This approach leads to a cycle where we pause development four weeks before release to allow the QA team to ensure everything else in the game functions as expected. After release, we tackle any emerging bugs for a week or two and then the Career Mode team pivots back to development.

    Typically, the highlights of our releases are the maps and vehicles, which means Career Mode isn't always polished for each release. Of course, we aim for each release to be just solid enough to demonstrate progress is happening and that it's moving forward.

    As for the scale of our upcoming updates, I believe that’s been covered on our social media and update logs. There was quite a bit of buzz about it a few months ago. I'm sure it's out there if you take another look!
     
    • Like Like x 7
  11. Musicman27

    Musicman27
    Expand Collapse

    Joined:
    Dec 13, 2023
    Messages:
    2,578
    It still might be a good idea to remind steam players with an "official" news post. Before I joined the forums, the only BeamNG news I got was from steam. I'm sure some others only veiw BeamNG news on steam, so i think a news post would still be a good idea.
    --- Post updated ---
    Whats the name of the new UI bug reporting thread? I can't find it :p

    The bug if your wondering:
    Found a UI bug, Searching for a wheel in the new config editor (after you clicked on the part you want to change) is kinda broken.
     
  12. brunifdez

    brunifdez
    Expand Collapse

    Joined:
    Nov 8, 2023
    Messages:
    217
    Sorry for bumping this here but is there any chance we'll see working barriers at the Spearleaf Docks and highway with some kind of payment to access the facility or highway?
     
  13. Musicman27

    Musicman27
    Expand Collapse

    Joined:
    Dec 13, 2023
    Messages:
    2,578
    That's a neat idea, and FYI that's not bumping. Bumping is replying to an inactive thread (30+ days with no new replies).
     
  14. Borg Drone

    Borg Drone
    Expand Collapse

    Joined:
    Aug 1, 2021
    Messages:
    442
    Tollbooths towards Spear Leaf Island and the one on the highway that works, sounds great. maybe even more when driving onto or off the highway, then we'll have 05 Most Wanted Tollbooth races
     
  15. hacker420

    hacker420
    Expand Collapse

    Joined:
    Dec 29, 2017
    Messages:
    1,114
    that actually seems like a really cool idea, would tie in nicely with stuff using money already, like insurance and fuel.
     
    • Agree Agree x 1
  16. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    985
    Hey there, I'm glad you brought this up! I've actually been keen on adding toll booths for a while now, and we've even just recently remastered the toll booths at the highway entrance by Lens Flare Studios.

    From a gameplay perspective, incorporating tolls makes a lot of sense, though I have had concerns about it feeling like just another expense—kind of like real life, right? But we want to keep the game fun and engaging, which is why I haven't gone overboard with things like speed cameras yet! Moving forward, I'll consider introducing a minimal toll fee; it's something we're still thinking about! It's really encouraging to see that ideas like this resonate with our community. It confirms that we're on the right track with Career Mode, and hearing this from you is genuinely uplifting!
     
    • Like Like x 8
  17. hacker420

    hacker420
    Expand Collapse

    Joined:
    Dec 29, 2017
    Messages:
    1,114
    It just gives this sense of immersion that not many other games do, and the fine system for police and speed cameras just adds a sense of danger and responsibility.
    --- Post updated ---
    Hm actually an immersion thing, maybe there could be police cars or emergency vehicles in general that pull up to a scene of an accident? Possibly with a varied amount and type of cars based on the amount of damage the car(s) took?
     
    • Agree Agree x 3
  18. Musicman27

    Musicman27
    Expand Collapse

    Joined:
    Dec 13, 2023
    Messages:
    2,578
    How the heck is me telling someone they didn't bump, an idea?
    --- Post updated ---
    Tolls... I dunno weather I would love or hate them in Beamng. Maybe add them when you can travel between maps as an "official" trigger to move to another map, instead of accidentaly wandering into an area and teleporting to italy. Maybe you can have a toll area with say, a fence stretching past it (so you can't accidentaly wander into the teleport trigger area), so you pay at the toll booth then drive for another 1/4 mile or less and teleport to another map. I don't think the WCUSA map can really have tolls for anywhere really, maybe the container area entrance. The only toll I think would be appropriate, is already in the game on the one end of the highway leading to nowhere.
     
    #1078 Musicman27, Jul 31, 2024
    Last edited: Jul 31, 2024
    • Agree Agree x 1
  19. krallopian

    krallopian
    Expand Collapse
    NC114-85EKLS
    BeamNG Team

    Joined:
    Dec 5, 2013
    Messages:
    985
    The toll at the end of the highway, is actually at the "start" of the highway!

    I really wish that highway could be extended for miles and miles! Maybe one day......

    The bridge on the map was modeled after the San Francisco Bay Bridge, and there is a maaaassive toll booth on that thing. A sort of drive-through automated transponder, "ding $2" would be fine in Career Mode IMO, but right now super low priority of course. :)
     
    • Like Like x 9
    • Agree Agree x 1
  20. Musicman27

    Musicman27
    Expand Collapse

    Joined:
    Dec 13, 2023
    Messages:
    2,578
    Yeah so I saw that the new teaser contains a medium-duty truck in the background, and somone reminded me that those can be made into bank trucks... Are my "Private Security" career path dreams coming true?

    Also one thing, any idea when we can get more garage slots? And speaking of garages, can you add interior lights to the "Commercial" garage? I can't see the color I choose for things well in there, like I can in the "Belasco" garage, and its annoying.
     
    #1080 Musicman27, Aug 1, 2024
    Last edited: Aug 1, 2024
  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice