Wreckreation - Weekly Dev Update
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So now that Wreckreation 2 is announced, normal service can resume, and we will re-begin our weekly development updates.
This week we've been talking a lot about priorities.
When you're making a game it's very easy to spend time polishing individual features, but we're trying to keep asking ourselves a simple question:
What will actually make every race more exciting?
Here's where our thinking is at right now.
1. Physics has to be rock solid
Everything starts here.
No matter how many new ideas we have, nothing matters if the cars don't behave consistently. Every feature we add increases the complexity of the simulation, so getting the fundamentals right always comes first. This week, Phil has been focused on wheels detaching at the right time and not intersecting your vehicle, as well as making sure that when you crash into a tree, it doesn't go through your bonnet and create crazy physics reactions.
2. Every few seconds should matter
We keep saying "every race is a battle", but the game has to earn that. Whenever you can drive for several seconds without making an interesting decision, we've probably failed.
Should you defend your line?
Dive for the shortcut?
Risk squeezing between traffic?
Push another driver wide?
Back off and wait for a better opportunity?
Those are the moments we want happening constantly.
3. Roads should create decisions
The city shouldn't just be somewhere you drive through. It should actively shape every race.
That means redesigning roads to encourage conflict rather than avoid it:
fewer wide four-lane roads
more pinch points
more elevation changes
shortcuts that tempt you off the safest route
roads that naturally bring rivals together
The best racing games don't just have great cars, they have great roads.
4. Bigger traffic, bigger choices
Once the physics is where we want it, we'll be expanding the types of traffic in the city.
Bigger vehicles can change races.
As Phil mentioned in the presentation (watch it again here) bigger vehicles close off space, create risk, force split-second decisions and make familiar roads feel completely different.
5. Takedowns that people remember
Right now we're concentrating on reliability.
You should get a takedown when you've earned one, and never when you haven't.
Once that's solid, the next challenge is making them memorable.
The moments people remember won't come from different camera angles. They'll come from the combination of the vehicles, the roads, the traffic and the situation that led up to the impact.
Those are the clips you'll share with their friends.
6. Handling is heading in the right direction
Recent feedback has been encouraging, which is always nice to hear.
We'll keep refining it until handling stops being something people talk about and simply becomes something they trust.
That's usually the best compliment a driving model can receive.
7. Making the city feel alive
The world still needs another layer of activity.
Traffic helps, but that's only part of the answer.
We want the city to feel like somewhere things are constantly happening around you, whether you're racing or simply driving between events.
8. More sense of speed
This is another area we're continuing to push.
At its best, an arcade racer should occasionally make you feel just a little overwhelmed, in a good way. The world should rush towards you fast enough that you're constantly reading what's ahead and making decisions under pressure.
9. More surprises
This one's difficult to define, but we know it when we see it.
The best moments are the ones that make you think, "I didn't expect that."
Those are the moments you will clip, share and talk about.
10. Clear progression
Finally, we're looking at making it much clearer what you've achieved and what you should do next.
Whether you're chasing medals, unlocking new events or simply working through the city, we want players to always have a clear sense of progress and purpose.
If you look across all ten points, there's a common theme.
We're not trying to make a bigger game.
We're trying to make the game unmistakably better.
A game where you're constantly reading the road, reacting to rivals, taking risks and making decisions.
We'll start to share progress in all of these areas very soon.
So now that Wreckreation 2 is announced, normal service can resume, and we will re-begin our weekly development updates.
This week we've been talking a lot about priorities.
When you're making a game it's very easy to spend time polishing individual features, but we're trying to keep asking ourselves a simple question:
What will actually make every race more exciting?
Here's where our thinking is at right now.
1. Physics has to be rock solid
Everything starts here.
No matter how many new ideas we have, nothing matters if the cars don't behave consistently. Every feature we add increases the complexity of the simulation, so getting the fundamentals right always comes first. This week, Phil has been focused on wheels detaching at the right time and not intersecting your vehicle, as well as making sure that when you crash into a tree, it doesn't go through your bonnet and create crazy physics reactions.
2. Every few seconds should matter
We keep saying "every race is a battle", but the game has to earn that. Whenever you can drive for several seconds without making an interesting decision, we've probably failed.
Should you defend your line?
Dive for the shortcut?
Risk squeezing between traffic?
Push another driver wide?
Back off and wait for a better opportunity?
Those are the moments we want happening constantly.
3. Roads should create decisions
The city shouldn't just be somewhere you drive through. It should actively shape every race.
That means redesigning roads to encourage conflict rather than avoid it:
fewer wide four-lane roads
more pinch points
more elevation changes
shortcuts that tempt you off the safest route
roads that naturally bring rivals together
The best racing games don't just have great cars, they have great roads.
4. Bigger traffic, bigger choices
Once the physics is where we want it, we'll be expanding the types of traffic in the city.
Bigger vehicles can change races.
As Phil mentioned in the presentation (watch it again here) bigger vehicles close off space, create risk, force split-second decisions and make familiar roads feel completely different.
5. Takedowns that people remember
Right now we're concentrating on reliability.
You should get a takedown when you've earned one, and never when you haven't.
Once that's solid, the next challenge is making them memorable.
The moments people remember won't come from different camera angles. They'll come from the combination of the vehicles, the roads, the traffic and the situation that led up to the impact.
Those are the clips you'll share with their friends.
6. Handling is heading in the right direction
Recent feedback has been encouraging, which is always nice to hear.
We'll keep refining it until handling stops being something people talk about and simply becomes something they trust.
That's usually the best compliment a driving model can receive.
7. Making the city feel alive
The world still needs another layer of activity.
Traffic helps, but that's only part of the answer.
We want the city to feel like somewhere things are constantly happening around you, whether you're racing or simply driving between events.
8. More sense of speed
This is another area we're continuing to push.
At its best, an arcade racer should occasionally make you feel just a little overwhelmed, in a good way. The world should rush towards you fast enough that you're constantly reading what's ahead and making decisions under pressure.
9. More surprises
This one's difficult to define, but we know it when we see it.
The best moments are the ones that make you think, "I didn't expect that."
Those are the moments you will clip, share and talk about.
10. Clear progression
Finally, we're looking at making it much clearer what you've achieved and what you should do next.
Whether you're chasing medals, unlocking new events or simply working through the city, we want players to always have a clear sense of progress and purpose.
If you look across all ten points, there's a common theme.
We're not trying to make a bigger game.
We're trying to make the game unmistakably better.
A game where you're constantly reading the road, reacting to rivals, taking risks and making decisions.
We'll start to share progress in all of these areas very soon.
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