1. Instruments of Destruction
  2. News
  3. May Featured Vehicles: Skids Edition

May Featured Vehicles: Skids Edition

May's featured vehicle theme was Skids, and and I was quite impressed with the quality of the vehicles submitted. I played them all and selected 5 honorable mentions along with 8 new featured vehicles. Like last time, I created a video to showcase the selections:

[previewyoutube][/previewyoutube]

Though I don't rank the vehicles, the highlights for me this time were Skid Rides, Crazy Speed Skid, Santa's Sleigh On Steroids since they nailed the overall direction of utilizing skids in a fast and unique vehicles.

Next Theme: TANKS

The monthly timeframe seems to be about right to me, so I'll be sticking with that for the next theme. The deadline for TANKS will be June 15th, and I'm looking for a focus on style and usability. Destruction power is nice, but not much of a challenge with all the parts available. A vehicle that is fun to drive and use (and moderate destructive power) is much preferred over something with 20 lasers, for instance.

Upcoming Updates

I've been a little slower on the update front lately, as I've become a bit obsessed about trying to diversify the terrain style a bit more, and have been experimenting with various combinations of settings using the ground editor. I've been doing some significant edits to Draco in particular, and expect to see a new version of it soon.

A new update with various fixes/improvements is coming this week, and I'll be adding at least one new island in that update. I expect 2-3 new islands in the near future, then will add some more parts. Beyond that, I will be figuring out how to get custom islands to work in non-Sandbox modes (more of an interface issue than a technical/code one), and add Steam Workshop support for custom islands.

Thanks for everyone's patience while the editors have been getting worked on. They are heavily geared towards my workflow over ease-of-use, and I hope to create some videos of me using them soon-ish. The upside is it's a lot easier to make new content now, so I expect to double or triple the gameplay content by the end of the year (while also adding/improving lots of other stuff).