About This Game You're looking at a highly moddable, violent top down arcade racing game with infinite variety of randomly generated race tracks, campaign mode with dystopian storyline and side-missions.A short list of key features: Satisfying arcade-style car physics (handling, drifting, speed) Infinite variety of randomly generated Race Tracks Campaign mode, with both single player and local co-op Possibility to share your custom built cars and tracks on Steam Workshop for others to enjoy Racer XP and level-up Campaign mode with missions and AI storyteller Car tuning and upgrades Custom paint jobs and racer avatars Split Screen Local multiplayer for up to 4 players Configuration setting to turn off blood (for family friendly split screen racing sessions) Races with 100 opponents! Ramps and jumps High quality OST with dozen of full-length tunesMore plans are at public issue tracker (with voting enabled): https://trello.com/b/gXurVAiZ/bloody-rally-simulator-public 7aa9394dea Title: Bloody Rally ShowGenre: Action, Indie, Racing, RPG, Simulation, SportsDeveloper:Game Hero InteractivePublisher:Game Hero InteractiveRelease Date: 2019-2020 Bloody Rally Show Torrent Download [addons] bloody rally show Welcome to Bloody Rally Show: I've been getting quite a lot of feedback concerning the game name. The "Simulator" part was something that bugged me and many other people, as it seemed as if it was a click bait title. So from now on, aligned with the story line, game will be named "Bloody Rally Show", as you will be taking part in a dystopian reality TV show that is trying to recreate the infamous Group B[en.wikipedia.org] rally championships from 1980s.With this change, there is a new subreddit instead of /r/BloodyRallySimulator -> /r/BloodyRallyShow. Steam page has been updated with new screenshots and new game description, showing a glimpse of the story line. I hope you like the new direction!. Procedurally generated tracks will be way more awesome!: Another batch of changes is out in closed beta! v0.10.0 (major changes in track generation and campaign cash balancing Generation algorithms will produce more exciting tracks Generated tracks will be of appropriate size for given template Add new tools for editing track path in Track Editor (Randomize, Shrink, Grow) Campaign races will always have corner cutting penalties Reduce corner cutting allowance to 20% Adjust campaign race costs and prizes Adjust car unlock requirements and pricesv0.9.4 Fix audio settings mapping for car engines Fix audio settings panel making buttons inactive in race pause menu Make other player car sounds audible in split screen, when they are not in 1st player view AI will use more throttle in snow and gravel tracksv0.9.3 Reimplement gearbox logic completely, to make it engine independent and interchangable between carsv0.9.2 Retrain all AI agents Change gearbox ratios Fix wrong gearbox for Kubota Belica Add initial sparks vfx for metal car collisions Fix a bug where car would get reset backwards New loading screen art Make tooltips more readablev0.9.1 Make turbos and superchargers less noisy Reduce off track speed penalties Add button for restarting the race from pause menu. Development progress update: While there are no beta releases and silence on the radar, I am super excited to say that development is moving forward at a rapid pace. Campaign mode has most of the meat on it's bones, track generation is significantly faster, runs in background, and produces more interesting curves.A lot of effort is pushed towards customization, you will be able to use your own images for car paint jobs and racer avatars.And finally, there will be a story backing the whole game action, so you will at last figure out why the game is so "Bloody". More on that next time!. New trailer and screenshot updates: As December is getting close, I have updated the trailer and screenshots to reflect the current state of development. Watch the trailer in Bloody Rally Simulator store page, it's lightyears ahead of previous version!. Development progress update: Hey folks! Time for the update on what exactly is happening behind the scenes.As you may have noticed, the beta release train is gaining momentum again, and I'm trying to do daily releases, to all OS as always.The good news is that most of major core functionality is already complete, and before I continue adding more content, I am focusing on fixing bugs, covering every aspect of the game with automated tests, so I can release often with confidence. And, of course - I'm working on performance, which is being taken really seriously. My goal is to have smooth races with 100 opponents in a fairly complex track on a mid-tier hardware, and I'm almost there! Just recently, the whole underlying physics implementation was rewritten from 2D to 3D (Box2D to NVIDIA Physx), which has a significant positive impact on higher tier hardware, and will unlock more possibilities.Bad news is that there is still a bunch of stuff left to do before official release, such as:- Fixing all the small bugs and annoyances- Balancing out the economy, leveling up, etc- Making opponent AI rock solid, both in races and when shopping for cars and upgrades- Mods management screen- Campaign mission and cutscene variety- Race track object variety- Some new mechanics and race modes- Overhaul of Achievements and Leaderboards- In-game race stats tracking- Ghost races in workshop- Track editor overhaulBut as always, I'm enjoying myself doing this, and I hope you will enjoy playing the game when it's out!See you in next update!. Help us come up with car model names!: Hey folks! We have a final set of base cars for Bloody Rally Simulator, and we need your help in naming them! Nicest name suggestions will make it to the final game, and your nickname (or name, up to you) will be added to game credits!And of course, you will be able to create your own cars via Steam Workshop. More on that later.Suggestions should be numbered, and should not use any actual real world car names or other trademarked stuff.Thank you!
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