3 years ago
F1 24 Game Ideas
Hi, Below is a list of game ideas for F1 24. It’s probably too late to be giving the developers ideas for F1 23, because they’re three quarters of the way through developing the game (because of ...
Also the very vocal community didn't like handling (not just the torque curve) on arrival. I never tried it myself but there was very little adjustment period from gamers before the complaints came rolling in. A few eSports drivers were pretty positive to begin with, in regards to the handling at least. I remember Keifer being particularly happy with it and also Opmeer quite pleased in his early preview videos. YouTubers alike stated that there would be finesse required regarding throttle input but nothing negative about handling from what I rememebr. Then handling was quickly changed within a few weeks and it's still hated by a lot of players.
With the original handling being worked on since the start of development for F1 22, to expect balanced and workable handling fixes to mirror previous games within the few weeks constraint Greco had to work with seemed particularly unfair. At least in my opion.
@ScarDuck14 wrote:Disclaimer I know less than nothing let alone anything factual and these are just my very personal opinions and silly thoughts.
It wouldn’t surprise me if the legend that is @DavidG53 has decided to move on. I will again go back to his reply to @Meza994 question in his Q&A 6 months back. about what features he’d like to implement into the game Where he didn’t just say one or two but instead a long list. To me was telling. That combined with the fact. He also said back then. Handling model was good as it is. Only change will be the torque curve. But due to other areas off the game that have had issues (ai, controller support etc etc) that he had no hand in. He’s hadt to compromise his all the good work his done in a heroic but vain attempt to balance the game.
And as this thread has gone slightly(very) off topic. ( But OP own fault for posting such a great extensive list that pretty much covers everything).
I remember just after 22 was released. Either in the Q&A thread or its own thread on Tyre temps. Members asked whether the Ai were also effected: @DavidG53 answered by saying something like he promises/Guarantees everyone that the Ai are effected the same as players.
Shortly afterwards. Ai carcass temps were change to always at optimal levels and ai car damage was from what I can tell changed from simulation to standard: So floor damage is off and didn’t affect ai car performance.
All done on the quiet as though hoping we wouldn’t notice. But we did and I’m sure David would have been a little annoyed (id be going bonkers mental) by being made to look like a liar by whoever made. the decision: The one guy who put himself front and center and mingled with us and has out respect…
Hello everyone, how you doing mates?
So, if I got this right the rumour has it that Mr Greco is leaving the handling department not exactly EA. Right?
Maybe he's got a promotion? Read last week that the WRC series is coming to EA this year, including a mode "where you create your own rally car". Quite familiar, isn't? If EA didn't get this guy to coordinate both game series than they would be quite stupid.
Also concerning (but somewhat refreshing to be honest) is the part of the rumour that states a engine change. I understand very little of engines and etc but to me it's clear that the current engine has reached its limit - I mean, the game looks great but done properly this engine change can open some new possibilities.
Cheers,
Dan
@dancrodriguesMiss you, pal.
Regarding Greco, that's a good and hopeful take. I'd take it!
Now with engines... Engines are huge. A game engine gives you the tools to build the game and provides the framework to run the application.
Say you want to build a simple Pong game, but with air drag in it. It's all up to you as a dev to use the tools the game engine provides to program it, and it can be as simple as clicking and dragging in a visual programming straightforward language or to literally code it all out in a manner that the engine can interpret and execute it properly.
Depending on how good of a job you did, this revamped Pong can consume, say, 50MB of RAM. But maybe the engine wasn't very friendly, and you ended up with a badly coded application that inefficiently gulps down anything from 50 to 500MB of RAM when the drag gets strong.
Maybe you're knowledgeable enough to program it reasonably well on engine A and engine B both, but the frameworks engine A provide are miles better than those of engine B and the same game consumes way less computing resources on the former – leaving more room to implement other features, perhaps?
We often associate a game engine to something akin to an Instagram filter, making a game look this or that way. But it impacts everything, really. From physics to AI to sound and image fidelity.
What do I know about Frostbite? Shamefully little. I do know the reported horror story that BioWare went through with it back when they were working on Anthem.
@mariohomoh wrote:@dancrodriguesMiss you, pal.
Regarding Greco, that's a good and hopeful take. I'd take it!
Now with engines... Engines are huge. A game engine gives you the tools to build the game and provides the framework to run the application.
Say you want to build a simple Pong game, but with air drag in it. It's all up to you as a dev to use the tools the game engine provides to program it, and it can be as simple as clicking and dragging in a visual programming straightforward language or to literally code it all out in a manner that the engine can interpret and execute it properly.
Depending on how good of a job you did, this revamped Pong can consume, say, 50MB of RAM. But maybe the engine wasn't very friendly, and you ended up with a badly coded application that inefficiently gulps down anything from 50 to 500MB of RAM when the drag gets strong.
Maybe you're knowledgeable enough to program it reasonably well on engine A and engine B both, but the frameworks engine A provide are miles better than those of engine B and the same game consumes way less computing resources on the former – leaving more room to implement other features, perhaps?
We often associate a game engine to something akin to an Instagram filter, making a game look this or that way. But it impacts everything, really. From physics to AI to sound and image fidelity.
What do I know about Frostbite? Shamefully little. I do know the reported horror story that BioWare went through with it back when they were working on Anthem.
Very good explanation.