

We definitely accelerated recently as more people focused on it. Most everyone in the company was working on other projects interlaced with this. It's hard to pin down how much time was spent on this. We intended for them to be a threat somehow, but we just didn't have time to do any kind of attack logic for them. Other people have also pointed out that running down raptors is kind of cruel because they aren't vicious enough. Performance should be much nicer in about a week. We have quite a bit of optimization to do, but there are some really easy things we should be doing by aren't. Try throwing the chain's ball at the raptors from a distance. I put in scoring an hour before we posted it, but there are actually ~15 events at the moment.

You can pick up raptors without roadkilling them first. I'll look into making it feel less twitchy (and probably player customizable). I have seen steering behave differently depending on frame rate. The goal was to make it very hard to tip over, but still feel unstable enough for skill to play a role. Dampening/center of gravity/etc are changed depending if you have a chain or not, which really helped. It took a few iterations of tuning to get the jeep to behave properly. Unity's WheelColliders seemed very strange, so we went this route. The car is just one rigidbody the wheels do raycasts and apply forces to the body as necessary. We ended doing quite a bit of modification, but it's an excellent starting point for a raycast solution. We started with Forest's car project for the vehicle physics. Not sure but it looks like the tire FX from the jeep in the vehicles tut (i'm fooling around with it myself) I like the concept overall, and it is quite fun already bronx i seem to remember a long time ago didn't you guys post a chopper version of this? I would add more crazy methods to acquire your prey. if you back the jeep up where the terrain is steep (especially in that canyon) the camera shoots way up into the air. if you made it that big so it wouldn't have too many joints maybe just do a hoop-rod-hoop or kinda something like this: IMO the chain should be much smaller - it really kills the realistic scale of everything else. when dropping off a raptor, if you drive very slowly or very fast over the platform sometimes the raptor either gets stuck or disconnects - maybe snagging on a collider edge? i found it very hard to snag a raptor without roadkilling it first (is it even possible?) - though i was able to get raptor-raptor kills which was fun. Those who pre-ordered the game will instead get access to to Flashbang's Blurst Bundle Pack, which includes downloadable versions of four of the company's most popular games.Haha that's fun - i almost felt bad for the poor raptors. Declining revenues from casual game portal affiliate programs have forced Flashbang to seek out more immediately profitable ventures in the near-term. He explained that the longer development cycle for the game, which required "perfection and polish", was out-of-step with the company's usual eight-week development cycles and "good enough" quick releases on .įinancial realities also contributed to the decision to halt production, Wegner writes. The sequel was being targeted for an autumn 2010 release on console download services as well as the PC.īut Flashbang's Matthew Wegner announced the halt in development in a recent post on the company's public blog. Indie developer Flashbang Studios has announced that they've stopped development on the follow-up to their 2008 viral hit Off-Road Velicoraptor Safari.įirst announced last November, Raptor Safari 64 (also known as Off-Road Velociraptor Safari HD) was planned as a larger, meatier version of the original dinosaur-smacking game.
