Funded! This project was successfully funded on June 6, 2012.

Update #37

Special VIP Guest Part 2 - Roman the Russian!

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Welcome to the Second instalment of the Kickstarter 10k Backers visit. Ken’s blog can be found here here in case you missed the first part.

The Second 10k backer to visit the Carma Towers was Roman the crazy Russian! Roman came all the way from Moscow and brought along with him his beautiful girlfriend, Nataliya.

Roman and Nataliya with Jason our Publishing director
Roman: “Hey how about some spontaneous vodka drinking contest?”

Roman had already been discussing his ideas in the private “Dark Team” Forum on Carmageddon.com and so had already identified what he wanted to achieve for his driver and vehicle, in some detail. With that in mind we started with a meeting to discuss the concepts and ideas Roman had. We also took that opportunity to collect as much reference material and information as possible.

Roman: “No-no-no Nobby, this is not gonna work. We can still see you!”

I’m not going to tell you which bits he liked from which cars but I will share some very sexy looking reference car names that we were looking at: Lambo, Veneno, The latest Corvette and “Le Ferrari”. All had their parts peered at and louvres lusted over, and after we’d all dribbled a bit everyone agreed on how to proceed.

Romans sketch he brought along:

This was great starting point to have, as it gave us a good idea of what general sort of vehicle type Roman wanted. And after the meeting we summarised his ideas to help James concept his car.

  • Type - Racing pickup
  • Oversized Bladed large wings
  • V10 quad turbo
  • Front wing
  • Exposed engine parts on bonnet
  • Diagonal cut exhausts
  • LED lights

Whilst we gave James a chance to soak up all the info and produce us some initial concept sketches, we took Roman and Natalia to have professional photos taken in our state of the art photo studio… Sort of a cupboard thing. We work in there, too!

Roman: “A little photo session for Roman to become......well this is a secret!!”

Roman: “Hey Nobby, btw will it be ok for me to drive over Nataliya in my car?”

Roman came back after his professional photo shoot session to continue working with James on getting his final touches in place (hehe). Just in case you was wondering how Russians deal with giving feedback, I managed to take a quick snap…

Roman: “Come on James! You can do it a lot better!!!!”

Roman: “James is so intense now that he will definitely create a new quantum theory in a minute.”

Roman: “Yay we finally did it!”

Now, we don’t want to “over-spoil” you all with complete reveals of all the cars from the game so we all agreed with Roman that it would be far more fun to just give a taste of the final render of the car. So, here is your sneak peak of Roman's car – and you’ll just have to play the game to see the whole thing, and experience it in action! A big MASSIVE Special Thanks to Roman for being our other 10k backer, and Roman and Nataliya for their wonderful visit, crazy car ideas and amazing Russian charm.

To finish off (hehe) we got a nice photo of the guys together.

“Forever together now”

That’s all from me for now, I hope you enjoyed this little update. Sim xxx


Update #36

Siamese Dream (wet)

I might as well have a standard Apology Notice that’s attached to the beginning of every one of our blogs…

The problem we constantly find here at Carma Towers is that we’re all always working on the game, and it’s rare that we really have time to sit back and write about it. But I know how you all crave information about development progress, so once again I have to say sorry for the gaps between updates and blogs.

The second part of my apology concerns something endemic to the process of game dev – that of the phases in the process where there’s a lack of visible progress. At the moment, we’re right in the midst of one of those phases. We have a LOT of great work that’s on-going, but if I was to take screenshots to illustrate it in a blog, we’d be inundated with unfavourable feedback due to the lack of visual polish! One very significant case in point here is the tech I was planning to discuss in this blog: the Car Crushing. Obviously, this is something that EVERYONE wants to see, as it’s absolutely core to the Carma experience. And the current state of Patrick’s code is “well advanced” – we know everyone is going to be blown away when it’s revealed as we’ve been blown away by the results we’re seeing from it in its current state. But right now… we just can’t show it. The code needs some further tweaks, and then the cars that have been made so far need to be properly set up to utilise it. It’ll be great – soon – but for the moment, it has to stay under wraps. Sad face.

So, what I’m going to do instead is talk about something else that we’re obviously beavering away on – the CARS! More specifically, the all-new cars!

One of the very best tasks when we worked on the original game was obviously that of designing the cars. In those pre-internet days we had to find ways to gather our references, and a lot of the automotive inspiration came from a local chemists shop (no, not from some kind of under-the-counter “powders” they sold – stop sniggering at the back there, McDermott S.). Because this chemists also (bizarrely) sold die-cast scale model cars – the Burago 1:18 scale jobs. Which are great things to hold, and pore over, and push around the office carpets going “brmm BRMMM!!” and smashing into each other. So company money was spent on getting together a sizeable collection of cool toy cars, which then fed into the decisions made on what sort of cars got adapted and modelled for the game. And by and large, those toy cars were based on big manufacturers’ shiniest and sexiest creations.

One of my big regrets in terms of “long lost work” is that we no longer have my Big Doc o’ Car Drawings. I drew every car for Carma as a side-on and front view, which became the master blueprint for modelling. Now forever lost. Which is a shame, as my drawing abilities were lost with it. See below and here.

So anyway, all these years on, as I sit here looking forward to the Google Glasses world of tomorrow when I can just mutter, “Oy Google. Fuckin’ show me some COOL CARS. NOW.” and have dazzling images flash across my field of vision, just prior to walking under the all-to-real bus I failed to realise was bearing down on me, I can already bathe in an almost limitless stream of online inspiration just by typing the same thing into Chrome (other web browsers are available). So, what the hell is this massive meandering preamble all in aid of, I hear you grumble. Well, with great internets comes a great deal of RANDOM SHIT, and it was one example of this – forwarded to me by Dave “Trifle” Hosier, Carma Exec Producer – that inspired the car I’m revealing today. Here’s what Dave found, while no doubt browsing online for photos of “hot chicks out of the ‘60s wearing sailor outfits”. Like he does.

These sophisticated ladies have just been for a drive in their “Silver Fox” – a classic of 60s fibreglass and rivets creativity. What a shame that this prototype by Italian “designer” OSI never made it into mass production...

I initially just LOLed at the thing, but there was something about that twin-hulled configuration, with its potentially deadly front aerofoil, that stirred something in my imaginations… And very shortly thereafter I was hit with inspiration, and an idea for a car and its driver(s) sprang into my mind. My powers of pencilling having long since deserted me, I set to and tried my best to scribble down the idea…

Presenting an all-new awesome nobcar drawing:

Siamese Dream
Driven by
The Terrible Twins

What we have here is basically two jet fighter fuselages, joined at the nose by a razor sharp ped slicing aerofoil and at the stern by a jet turbine engine and tailfin.

Ped hits spoiler, and some if not all of the resulting parts are then often sucked into the turbine, processed noisily and spat out of the afterburner, barbecued.

The driver(s) is/are the Terrible Twin. Previously conjoined and now separated, if they feel lonely they can always zip themself back together. The half with the small head has a big arm, so he usually wins the steering contest. One has a big foot (not pictured as I only thought of it afterwards) and operates the throttle, the other has the small foot and is the brakeman. Natch.

In hindsight, the first sketch seemed too car-like, and so what I did next was try to express the idea as a simple model in Max, so that I could work on getting the shapes of the twin fuselage looking right. Here’s where that got me to:

And at this point, I felt happy to hand the new creation over to one of our PROPER artists Stuart, to take this crude starting point and polish it into a stunning piece of automotive silliness. What he will do next, is work the idea up into a more precise model, and then create some concept sketches by working over renders from the model, so that we can sign off on the detailed sketches before he goes ahead with the final modelling.

The idea is that the car will be powered by the huge central turbine jet engine. But, if it’s damaged, there’s a good chance that the whole structure will split, and in that situation one half of the car will continue to be able to be driven!

And as for the final concept drawings and progress on this car? Well, they’re almost finalised – and will be revealed in Part Two of this blog, to be published here VERY SOON! :D


Update #35 - For backers only

Network Games up and running!

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Update #34

nobby's Christmas message

Hello there Carmafans,

Well, it’s all-too rapidly coming up to the end of 2012, and yes I’m way overdue in sending out an update from Carma Towers. The team here have been concentrating all efforts on progressing development of Carmageddon: Reincarnation, and time flies past so rapidly that it doesn’t seem any time at all since the Kickstarter Campaign – can’t believe how long ago that was now!

Of course, way back then when we were putting together the Kickstarter Campaign, the plan was for us to release the game at the earliest opportunity, featuring (as a minimum) at least one complete level, and a full grid of cars, some single player event types and some modding accessibility for playing around with stuff. That was our “iterative release” plan.

I’m now able to confirm what we first discussed in interviews a while back at Eurogamer, when everyone was asking us about the release date. At the time we talked about how potential further investment in the game would allow us to release the game in its final form, which for us is by far the preferred option. And I’m happy to announce that we do indeed have an increased budget for the game, and as a result we’ll be extending the project further, both in timescale and scope. As I’m sure you’re already aware, we take a great pride in our work and have a deep affection for and affinity with our brand, and are determined to give you the best game experience that we are capable of. So this extra budget is brilliant news for the game.

So, what are our revised expectations for delivery, based on this new plan? Well, we’ve scheduled the work and now know it’s going to take us the best part of 2013 to complete it. For anyone disappointed by this news, all I can say is that I assure you… the wait will be worth it!

Okay, so that’s all I can say at this stage about the burning issue of The Release Date. Now, I think it would be good to give you all some news about the great progress being made on the game!

First of all, and most importantly – I can announce that we now actually have a GAME! By which I mean that you can start a Carmageddon event, with AI Cars (they’re all dumbasses at the moment, which is funny but not final behaviour! – the AI logic code is in still in progress). You now get points and time for twatting them and for killing peds. The Opponents lose health and can be Wasted. This is all great news, as it means that we will be able to get on to the incredibly critical business of tuning the gameplay very soon.

Nextly, the Bonus System is completely implemented too! And there’s a very, very large number of new “boni” that you’re awarded for doing all sorts of hilarious THINGS, such as: “Tossed Them Off!”, “Jam Sandwich!”, “Spit Roast!”, “Nice Shit Sir!”, “Piledriver Up the Arse!”, and the lovely “Vomit Bonus!”, to name but a few of a constantly growing list… A list that’s been made possible to grow so fast due to the cunningly “mod friendly” way the code’s been written!

Action Replay is also working, and as every aspect of the game gets implemented, it’s being written so that it’ll work seamlessly as the game is rewound and replayed. This is brilliant, as it helps on numerous levels, from debugging AI behaviour to checking gameplay detail to getting great screenshots and movies of hilarious stuff happening!

All this action can take place in a growing number of levels. You’ve seen the City and Industrial in previous updates, and we also have a Coastal level well under way as well as a number of dedicated Deathmatch Arenas. But I’m not going to go into more detail as we’ll have artists’ blogs covering this area in the New Year.

Similarly on the development of cars – today’s screenshots (and concept art) show you one of the latest additions, the new Towmeister. Sonnu, our lead Car artist, will be describing the development of the vehicles from the ground up in blogs in the New Year too. In other car news, our mighty Leader Batwick is taking personal responsibility for the cars’ Crushing Code. This is going to be a major leap forward; it’s a huge task, and as it’s fundamental to the satisfaction gained from tooling around trashing everything in sight, it’s going to be his responsibility to make it the Most Brilliant Code Ever. Expect some no doubt amusing and deeply profane blogging from the Great Beardy One on that, and on the powerups, the Boni, and gameplay in general… In the New Year!

These in-game screenshots obviously show work still very much in progress. In particular, they're using an interim renderer, which is why there's not much texturing on show. We have a brand spanking new "deferred renderer" (which also supports Mega Texturing) that's been written from the ground up and is soon to be plugged in. At that point we'll be able to start applying final textures to car and track geometry using the updated tools, and know that what we're seeing is what we're meant to get! So look forward to much more sparkly spanky spunky screenshots and movies from the game... In The New Year!!™

Right, I’m going to shut up now… I think that I’ve probably covered everything. What? Sorry, did someone at the back say something? Oh yes, how could I forget THAT?! Carmageddon 1 for Android things… Well, we’ve decided not to bother. Haha only joking. I can report that the Android port continues to make good progress, but as it HAD to be made a low manpower priority in order to concentrate all efforts on The New Game, the ETA for it being ready remains, “early in The New Year”.

The New Year, eh? SO much to look forward to! It’s going to be fun, fun, FUN! :D

Wishing you all a Smashing (stuff up) Xmas and a New Year filled with giblety goodness!
nob out xxx


Update #33 - For backers only

Special VIP Guest Ten K Ken from Cancun!

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