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Night-Runners Game - Night-Runners Private Alpha v3.2.x Update Log + Dev Update
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Hi, 3 new cars again this month, a fully rebuilt AI and a ton of new improvements;
Added the R32 GTR
Added the R32 GTST
Added the R32 Sedan
Improved handling model for RWD cars
Fully rebuilt the racing AI with smarter driving, traffic avoidance, blocking, overtaking and drafting
AI racers now flash their lights, honk and put their hazards on when blocking you
Rebuilt the race system with checkpoints, missed-checkpoint resets and race restarts without a loading screen
Small amounts of traffic present during races, reduced traffic amount in freeroam
Replaced the difficulty slider with 5 difficulty levels, from Very Easy to Very Hard
Expanded the crew system with crew ranking, and you can now switch crews by beating their boss whilst in another crew
Added South Bay Collective as a new crew, with new crew characters and dialogue
Added crew rep rewards; pick a card for a prize reward
New SR20, RB20, RB26 and 1JZ engine sounds with reworked turbo sounds and new start-up sounds
Reworked the exhaust system with dual and side-exit exhausts, plus AI backfire rev taunts
Upgraded the game to Unity 6
Seamless loading into meet spots and Car Storage, and no more loading screen when leaving the garage
Much faster car switching, respawning, teleports and fast travel
Added skips for the main menu, car auction and car warm-up cutscenes
Added a new car menu for toggling the engine, headlights, fog lights, hazards and neons
Added holographic and chrome liveries and a new livery importer with material masks
New wheel blur effect
Car lights now fade on and off like real bulbs
New kits for the S13, S14 and R32, and new 180SX fenders
Added rule of thirds, frame guides, aspect ratios, keyframe camera shake, wheel steering and dirt and neon toggles to Photo Mode
Adjusted JZX100 handling
Gave high-HP RWD cars more grip
Crew restrictions are now enforced at meet spots, and losing a race wipes your night rep
Many, many small bug fixes
CARSThe R32 GTR, GTST and Sedan are all in game. The GTR runs the RB26 with a new dynamic AWD system that works like a simplified ATTESA E-TS, and it has visual HICAS rear-wheel steering. The GTST and Sedan come with the RB20 and can be swapped to the RB26, and the Sedan comes in both zenki and kouki. All three have a ton of kits and parts.
We are currently working on the JZX90, R33, R34, NA1 and NA2 NSX, F360, JZX110 Mark II and Verossa, and the GC8 and GDB Imprezas. The JZX90, R33, R34, NSX and F360 are already being tested in game, and the JZX110 and Imprezas are still being imported. It's too early to tell which ones will be in the next update, but progress has been really good so far.
WIP FEATURESOther things that are almost complete but aren't included in this update;
New pause menu and map, with race routes on the GPS, sending cars to your garage from the map and an unlocks page with boss reward progress
Community translations for Spanish, Italian, Portuguese, German, Finnish, Japanese and Indonesian
Full port of render pipeline to URP with mixed lighting and physically accurate car shaders (art style will be preserved)
Oi Wharf map (was put on temporary pause due to updating render pipeline^)
We've also started work on the new car dealership.
ENVIRONMENTOi Wharf is now merged into the main game files, and we have a test circuit race running on it with the new race system. It's not open for freeroam yet.
C1 belt loop progress has been great, in just over 1 month we have laid the basic meshes all the way from Hakozaki PA, Tatsumi PA and onto the Ariake JCT before the rainbow bridge. The pictures show what we have rigged up, but the detailing pass isn't finished.
Currently, we are waiting for this shortened C1 belt loop map to be playable to launch on steam. Given the popularity of the Prologue, it'll cause issues with steam reviews if the full game launched without any expressway map. At the rate it's progressing currently, the timeline looks good.
Hi, 3 new cars again this month, a fully rebuilt AI and a ton of new improvements;
Added the R32 GTR
Added the R32 GTST
Added the R32 Sedan
Improved handling model for RWD cars
Fully rebuilt the racing AI with smarter driving, traffic avoidance, blocking, overtaking and drafting
AI racers now flash their lights, honk and put their hazards on when blocking you
Rebuilt the race system with checkpoints, missed-checkpoint resets and race restarts without a loading screen
Small amounts of traffic present during races, reduced traffic amount in freeroam
Replaced the difficulty slider with 5 difficulty levels, from Very Easy to Very Hard
Expanded the crew system with crew ranking, and you can now switch crews by beating their boss whilst in another crew
Added South Bay Collective as a new crew, with new crew characters and dialogue
Added crew rep rewards; pick a card for a prize reward
New SR20, RB20, RB26 and 1JZ engine sounds with reworked turbo sounds and new start-up sounds
Reworked the exhaust system with dual and side-exit exhausts, plus AI backfire rev taunts
Upgraded the game to Unity 6
Seamless loading into meet spots and Car Storage, and no more loading screen when leaving the garage
Much faster car switching, respawning, teleports and fast travel
Added skips for the main menu, car auction and car warm-up cutscenes
Added a new car menu for toggling the engine, headlights, fog lights, hazards and neons
Added holographic and chrome liveries and a new livery importer with material masks
New wheel blur effect
Car lights now fade on and off like real bulbs
New kits for the S13, S14 and R32, and new 180SX fenders
Added rule of thirds, frame guides, aspect ratios, keyframe camera shake, wheel steering and dirt and neon toggles to Photo Mode
Adjusted JZX100 handling
Gave high-HP RWD cars more grip
Crew restrictions are now enforced at meet spots, and losing a race wipes your night rep
Many, many small bug fixes
CARSThe R32 GTR, GTST and Sedan are all in game. The GTR runs the RB26 with a new dynamic AWD system that works like a simplified ATTESA E-TS, and it has visual HICAS rear-wheel steering. The GTST and Sedan come with the RB20 and can be swapped to the RB26, and the Sedan comes in both zenki and kouki. All three have a ton of kits and parts.
We are currently working on the JZX90, R33, R34, NA1 and NA2 NSX, F360, JZX110 Mark II and Verossa, and the GC8 and GDB Imprezas. The JZX90, R33, R34, NSX and F360 are already being tested in game, and the JZX110 and Imprezas are still being imported. It's too early to tell which ones will be in the next update, but progress has been really good so far.
WIP FEATURESOther things that are almost complete but aren't included in this update;
New pause menu and map, with race routes on the GPS, sending cars to your garage from the map and an unlocks page with boss reward progress
Community translations for Spanish, Italian, Portuguese, German, Finnish, Japanese and Indonesian
Full port of render pipeline to URP with mixed lighting and physically accurate car shaders (art style will be preserved)
Oi Wharf map (was put on temporary pause due to updating render pipeline^)
We've also started work on the new car dealership.
ENVIRONMENTOi Wharf is now merged into the main game files, and we have a test circuit race running on it with the new race system. It's not open for freeroam yet.
C1 belt loop progress has been great, in just over 1 month we have laid the basic meshes all the way from Hakozaki PA, Tatsumi PA and onto the Ariake JCT before the rainbow bridge. The pictures show what we have rigged up, but the detailing pass isn't finished.
Currently, we are waiting for this shortened C1 belt loop map to be playable to launch on steam. Given the popularity of the Prologue, it'll cause issues with steam reviews if the full game launched without any expressway map. At the rate it's progressing currently, the timeline looks good.
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