RaceRoom Racing Experiece Q&A Part 2. by Diego Sartori.
Simbin published the second part of a Questions and Answers article on their "Simbin Insider " webpage.
The session is hosted by SimBin´s creative Director Diego Sartori.
What graphics engine is RaceRoom Racing Experience using and which visual improvements does it come with?
RaceRoom Racing Experience is using our new RendR™ graphics engine.
In addition to providing the game with its good looks, RendR™ also had to improve on the games scalability. We wanted RaceRoom Racing Experience to play on as broad a range of differently spec computers as possible, this we have achieved.
RendR™ supports and features all the commonly used post effects and tech advances you would expect to see in a game release anno 2012. How we use them or to what extend we use them is where RaceRoom Racing Experience might differ from other racing games currently on the market.
The way we have decided to deal with this is through a feature we call Driving Moods, this feature makes it possible for the user to toggle between a wide range of different light settings, different times of day, different styles of light setting, super bloom, overly saturated and anything in between.
Driving Moods can be toggled at any time during any game-mode, it is a local setting so one player can play the game with one Mood and another play the game with a completely different Mood, even in multiplayer.
Do you support different times of day? Weather?
The game engine does support different times of day and it has native support for rain.
A Driving Mood can be a change in time of day, between morning and late afternoon, but it can also be a change between an overly saturated look and a more natural look, it can be a super bloom look or even a black and white theme.
So the player has great control over the look of the game, but not the weather – for now we stick to a dry setting and no night racing.
Are the sounds we heard in the trailer really in-game?
How we create the sounds for the game and how we use them is based on experience from all the other games we have done prior to RaceRoom Racing Experience, for each release we have made small changes, both in how we create the sounds but also in how we use them.
So first we had to figure out what we wanted to improve, now as a developer you want it all and if possible you wanted it yesterday, in the real world however there are many things to consider before work on such a big game component can begin.
So for RaceRoom Racing Experience a brand new sounds system has been developed, this new system provides more triggers and is able to play more simultaneous sounds and with these new additions it has been possible to lift the audible qualities of the game to new standards.
Read the original Q&A here
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