The game/Store page has been submitted to Steam! I’m just waiting for Store page and build approval by Steam at this point.
It’ll be in Early Access for a few months for $4.95, then a slight bump after it comes out of EA. It will NOT be vaporware. 🙂
I know it’s been awhile…just had a lot of things going on. The main interface icons have been overhalued a bit to make them a little slicker, and the ‘Save Game’ feature has been implemented now as well.
Testing on this current version has pretty much finished, with a few small issues being ironed out now and the main screen getting revised a bit more with new icons that change when you mouse over them for a more responsive feel.
Thanks to all who tested the game, and mostly reported balanced and solid results with the simming and the financial side of the game so far.
I’m guessing the game will be released in Early Access in a week or two.
The 0.88 Beta is pretty much finished, and will go through a brief private beta before moving to Steam Early Access, just to make sure stuff works and all before sending it into the beyond. In the next day or two, i’ll be packaging up an installer and emailing selected people to participate.
If you’re interested and hadn’t emailed me previously, feel free! Shoot an email to: firstname.lastname@example.org with your Windows version (7, 8, 8.1 or 10), video card, and how much RAM you have and i’ll put you in the drawing pool for possible testing.
NOTES: Game will need 1366×768 resolution as a minimum, 2GB RAM, and Windows 7 or up (Windows 8 or higher preferred really due to some weird rare issues with fonts on Win7 on some systems). I do have automatic screen adjustments for larger system fonts sizes (125% for example instead of 100%) working I think, but rarely Win7 can choke on this a bit.
This was probably the worst offender in terms of design from the old version. It was jumbled, distracting, and ugly. Too many “shadow” boxes holding data just plopped onto the screen, buttons placed haphazardly, and poor use of space.
This new screen is much sleeker and simpler, with a cool faded “metal” underground garage feel to it, while still making the data front and center. The car generation algorhythm has been tweaked quite a bit as well, to create enough variance to keep things interesting, yet still close enough to your slider settings to make your decisions really matter. The chance of a special “ability”, positive or negative, has been increased slightly too.
The Garage screen was one that needed to be reworked, mostly due to the poor use of space and jumbled feel with the previous version. This one definitely has an “old wooden garage” type feel, without overly distracting from the data itself. Space is used in a much more efficient way too.
Also: The white car graphics can be easily changed by replacing the respective .PNG files (cargraphic1 and cargraphic2) in the install folder.
First of all, thank you for all the great support with the poll! 11-0 in favor is a really good sign, indeed!
New screens above for Drivers and Crew Chiefs. You can see a similar basic shape and layout for each, and the info grids have had color and contrast added to them as well to make them less “black and white spreadsheet”-like, but still easily readable. Icons below will be consistent (Help and Back) with tooltips.
This one took awhile. I always felt like the original screen was just too cluttered and disjointed in terms of design. This one unifies the feel and theme, while still presenting info in a simple to digest way. It symbolizes the gadgets and notes an owner would need to have on hand to run the team on a virtual “desk”.
This blog will detail the final development stretch, landmarks and thoughts about Redline Ultimate Racing (formerly Finish Line Ultimate Racing). First, a few comments about the road to this point.
There has been much controversy about the delay in the development of the game, and simply put, I had to turn my attention to other projects to help put food on my table and pay our rent/mortgage. My wife does work, but to put all the pressure on her to support us 100% wasn’t fair. I know a few people are upset about the delays, but for those of you who need two people in your household making money to survive, hopefully you’ll understand.
Then, came the issues once I turned my attention back to the game. A plugin developer decided to basically stop updating his stuff, which set me back a few weeks. Then, I examined what I had to this point, and just didn’t really like the way it looked.
Now i’m at a point where I can devote time to this, using the Steam Early Access system. I can make some funds to help me through the process, and get more input about the game and its direction. I’m projecting the game to be $6.99 during Early Access, with a probable bump to $8.99 once it releases.
I can afford to put more energy and production value into the design as well, which you can see above in the screenshot of the new main menu! Note the new logo and the slick new overall look. This will be carried throughout the game.
Today, i’ll be redoing a few other screens, including the main hub, to match the new feel and look more closely.
Comments welcomed about the new screen, or anything else!