Special: Live for Speed (Rennspiel)

von Florian



Rennspiel
Entwickler: Live for Speed
Publisher: Live for Speed
Release:
17.07.2003
Spielinfo Bilder Videos
 LFS developer interview

Ocrana: Scawen, we are short before the release of LFS S2. Are there similarities to the release of S1 one year ago or is there anything you want to approach differently this time?
Scawen: In some points, it is exactly the same, but then completely different. The main things are the same and we are working hard on an alpha version. This means, all features of the final version will be implemented there and will be tested over several weeks. If we are happy with this version, we will change its name to beta and in the test stage afterwards only important issues will be solved and there will not be added any more features. The beta test stage will not take as long as the alpha test stage. The difference between the S1 and the S2 release is that the time span from the alpha stage to the beta stage is much longer. We have many new features in S2 which have to tested thoroughly. S1 was very similar to the 0.2 demo version and did not need so much testing.

Ocrana: Eric, despite the fact that these are not real race tracks your fantasy tracks seem to be very vivid and authentic. Can you tell us how you approach such a project and what your sources of inspiration are?
Eric: My inspiration comes from the real race tracks and their surroundings. Before I start with a new track, I decide what kind of track it should become, whether it will be a club track or a fast race track. The tracks should have some possibilities to do takeovers and of course they should be fun and challenging. When I have the layout of the track, I try to imagine what budget the owner of the track has. Does he have 3 million or 30 million for example? I try to reflect that with the track graphics and the textures.

Ocrana: How did you come up with the idea of implementing the damage model in S2? Has it not been planned for S3 originally?
Scawen: The damage was planned for S3 actually. However, we knew that there will be a problem with drivers who use the walls on South City and that they get an advantage by that action while other drivers go the normal way. So, we needed a first damage/suspension model which could bend after big impacts. It looked very good in the beginning, but I became very confused with the fact that the suspension bends and takes damage while the rest of the car remained completely unharmed. Therefore, I created a system in which the wire frame model of the car took the damage. In my opinion, damage accompanies tyre wear and mileage. The car now is a constantly dynamically changing variable, instead of the static construction as it was before.

Ocrana: Thank you very much!

 

For more information about LFS and its community, please have a look at:

www.LiveforSpeed.net
www.LFSWorld.net
http://lfs-news.bluepixel.dk

You can find us on IRC on Quakenet on channel #ocrana.racing as well. Feel free to join. You are welcome.

 

Article written by Lennart Vocke limiter@ocrana.com

Translated by Torsten ‘crispin’ Schütz

Visit www.Ocrana.com

   

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