Will there be surface racing maps?
TL;DRThey are prototyping waypoint-based surface races on the moons, but it's not the top priority and they don't say whether it will make 3.0; leaderboards per vehicle are wanted.
Yeah. We're looking at it now, surface races. Yes. They're not necessarily maps. They're just going to be placed, whether or not they're for 3.0 or they're just in the future, but it's definitely where we're looking for racing right now, to kind of piggyback off that Grim HEX thing, is we're just looking at very straightforward waypoint-based races around. I mean, the beauty thing we've got for the moons is we've got a lot of space. So waypoint racing around a hill or something like that is kind of where we're looking at the moment. Like, can we find a good canyon in 5,000 square miles of area? It's taking a while just to scour the whole thing.
I know that's something you're looking into, you're exploring. Whether it's going to make 3.0?
Yeah, at the moment, we're just working on it. And obviously, there's so much content looking for 3.0 that it's not the number one priority. Obviously, we've got some really big systems that need to be delivered. And we don't want to take resources away from that, but at the moment we can, just using the planet tech that Gareth's been looking at, we can just put some stuff down there and take a Nox or the rover and drive around.
The basis of a race.
Yeah, we've been looking at it together. Don't take the Greycat buggy round because it is no good. It's so slow. We were like, okay, well, we could race the little Greycat buggy against the rover. And it's just like, bye.
Yeah, that's something we want to account for, right? When we do have them, we want to have leaderboards for different vehicles. So it's not unfair. So there's not always a Nox at the top of the leaderboard, so there's a rover one too.
So yeah, at the moment we're just having fun seeing what works and is the speed at which you turn corners and things like that, does that all work out? Which is great as well for the handling guys in tech design because all of their fighters and things like that have been tuned for combat roles.
Enormous spaces.
Yeah, how quickly can I get my guns on someone and things like that. They've been tuned for combat. And now we're saying, hey, we want to tune something that's not for combat.
There's so much about races, about the way you take a line and the handbrake for the corners, acceleration and everything. And on the surface, it's a whole different ball game, really.
You clip on a little bit of a rock and all of a sudden your whole time is scrubbed. So it's been interesting to get back into that because I've not done a racing game in maybe about four years. So it's kind of like, ah, feels like a comfortable pair of shoes to get back into. But it's also super weird to come to making a game where racetracks are kind of handcrafted by artists. And then it's just like, Gareth, how do you drop something on the planet? And then you're done. And it's like, oh, and I just race. The tech is so incredibly easy to put together some prototypes. I'm very annoyed to work on a game that's not necessarily a racing game and then be able to make races quicker than you would in a racing game. It's just like, oh my God.
It's an important part of being able to use all that space is being able to do it quickly because there is so much of it.