To be honest performance won't really be affected from this that much, it's more that I have to write the system for the grass, and then do the art for the falling leaves and stuff. So basically again it comes down to time. From all your replies I'm trying to work out an order of preference for when I get back. All this would be easy if I had my main job doing it all, unfortunately it's all spare time stuff still! I still haven't started on the game flow yet I've been drinking too many beers and swimming in the sea too much!! Really any ideas on the flow is much appreciated. Currently I'm thinking unlock cars and rallies as you go along, all cars start off as a Base model (less power more weight) and then you can make them better over time as you progress, this means you can effectively choose your favourite car at and make that better as you go through a championships and also encourages replayability so when more cars unlock you can mod them more! This also means that the time trial remains fair across the board and all cars! The only problem then becomes in game currency which I don't want to add. So we could simply allow a mod per completed race on your current car. Anyway food for thought!
Could the mods unlock after certain points within rallies, or be linked to results, ie win rally and unlock mod part.. I guess the trick is how this works across all vehicles..
@brownmonster: regarding flow:that sounds good to me.I LOVE having some upgrade/tuning kit and options to mod (and collect) cars.I prefer to"buy"them though.It really speaks for you that you don't want to add ANY currency but have we really reached this point in mobile gaming where a dev has to be afraid of using currency in a premium game at all or he will get a lot of flak from"premium gamer"?How would an RPG work without currency? Since i also love rpg's (like many others do) i'm always happy if both worlds come closer a bit (some "rpg elements" and racing). Additionaly my suggestion with"daily rewards on random stages"would make much more sense if you can use currency,upgrades (and cars)as reward. And even if i hate me for saying that but maybe i would go even further.IF you use currency i would probably also sell them as IAP.Yes,i did it.Opened pandora's box That's a sensitive task for sure but the trick is that it should never be needed to buy currency to complete the game.Players should earn enough money without replaying stages/rallies if you are always in the top 3.If you suck at the game,just replay some stages/rallies to grind a little for currency.But if you want to CHEAT,you have to pay real money for it. The downside is (besides the risk of getting flak...ed)is that you won't get this accolade from (magazin)reviews about avoiding (consumable) IAP.That's always a promo plus.I also said it myself just a few pages back...avoid consumable IAP.We all want this the to be the best Rally game on iOS,with a good amount of content and rallies and stuff but... ...But let's face it,the cold and brutal reality of the app store is that you make more money with consumable IAPs than with the one time payment upfront.Much more money.If you can't manage to create a lot of promo/reviews in the first 1-2 weeks the chance is high that your game will sink rapidly into the store nirwana (best case would be an apple feature of course ). Yeah,difficult task.Not sure about all this.I would say,avoid the currency as IAP if you feel better but don't avoid currency at all just because it's reputation might not the best anymore.it just makes sense and is motivating with certain game machanics. But i still think that you shouldn't avoid IAP at all.As i said earlier,new rallies,cars,decals to buy for example. you wrote more than one time that you want to be succesful with this game and in this case i wouldn't totally exclude the possibility of IAPs.It CAN workout without (Monument Valley,Wayward souls...)but for an uncountable amount of great premium games it didn't. You wanted feedback about the game flow and it ended in another IAP discussion but thats logical if we are talking about currency. edit: i realize that MV was not the best example cause it already has IAPs and we all know in what a shitstorm this ended
Just tried the tilt on Finland, might be the 2 combined (less accuracy, more trees) but the road seems too narrow after the update.
As suspected I havnt got anything set in stone at the moment for the flow. I quite like the idea of having a career mode where you start off in what is effectively wrc3 and then race all the tracks, then unlock wrc2 and then wrc. And basically I'll just "limit" the car capabilities for each mode (and also have less tuning options available for the lesser modes) , unlocking the faster/better modes as you progress. This means that in time trial and other modes you can still use your favourite car at the top level. (which I quite like the idea of) It still complicates the other game modes as well as it will introduce a car class but nothing that would be too complicated. The downside is that you would start with slower cars and this may put off first time users! Thoughts?
I like the progression idea, I think it also allows for learning the stages in the slower cars, and sets a goal for unlocking the faster cars
mmmh,first i would like to know how slower you mean Like 50% ? That would be too slow i guess. But i like the idea of the three WRCs.Means there is a lot to do/unlock until you"beat"the game or unlocked everything.
I agree with this guy, maybe make the first upgrade/tuning pack unlock on the first stage finish, then first time players won't be so disheartened, and us obsessives will know there's unlockable material in the offing.
If I make it obvious by popping up prompts with info then it won't be a problem. I like the idea of the more you play with a car, there stuff it unlocks too. So to start nothing can change, but then over time more options become available. This then means people will play more with each car as well. As for how much slower I was going to probably match the same specs as the junior wrc, the wrc2 and the current wrc specs.
This sounds all really good to me,not much i could add this time Not probs on 5s with iOS9 so far but i'll test a little more later.I just started the game for a couple of minutes.
Morning! So I'm back at my desk this morning after a nice relaxing holiday where I really didn't touch Rush Rally 2, except on the plane where I finished off making the Swedish tracks! Thanks for all your feedback over the last few weeks I've got a huge list once more which I need to prioritise and start implementing. Of course this will only push the release date back further BUT at the expense of being the best rally game on iOS it is worth it!! Thanks for all your emails saying how good it is at the moment, it will only get better! Once I've ordered the list and sorted it I'll post it here so you can see if anything you think is important is missing from the list! I'll get another build sorted for you shortly with the corner icons centered and map cornered too.
Hello, sorry for this short and late feedback but I have to say I like this game. Graphics are nice, I like the car models but I have few concerns: 1) I've never played the first one but I find the controls somewhat clunky. I dunno maybe it's just me. Cause I never played a racing game on mobile at least where I felt like the steering was somewhat wrong. I dunno, it felt kinda floaty (or maybe I'm just used to RR3's controls). 2) More customization please. Like the ability to customize the car's windshields, hoods, bumpers, add multiple colours, etc. Overall good job, I'm pretty excited for this.
Just popping in quickly to say "Thanks" to the devs for giving including me in the beta process. Only took a quick peek a minute ago, but the graphics are really crisp on my 6. Be back with my humble impressions soon.#
Apologies for missing you before, Today I simply looked back at some flagged emails looking for some translators (as it will be getting a good pass this time on translations!) and noticed I didn't include you :O!
I'm hoping to get a build subbed again for Beta tonight (version 1.16), this will include: -All the vehicle fixes for the visual glitches people reported -Corner icons in the centre at the top, and looking better -Sweden rally -Updated lighting and visuals on all tracks so they look even better -Adjusted particles, they are less extreme BUT work much better when playing -Removal of Top down cameras as the game doesn't really work with them, the physics are too realistic and so you cannot slow down in time for corners as they are off the screen! -Updated chase camera with another "further" back camera as requested. -Ghosts shown on mini map now -Mini map zoomed out more -Better handbrake again (slightly tighter than it was) -And more of which I can't remember. Still no actual gameplay flow yet, but I'm trying to thrash out the base of all the tracks first (Then I'll tweak them to vary them a bit more, and add some more visuals (houses/wind farms etc etc)