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Rally Mechanic Simulator News

Devlog #4 - Damage

Cars, unfortunately, aren’t indestructible. Whether we talk about wear and tear or massive crashes, you’ll sooner or later find yourself in a mechanic’s shop. Of course, the world of rallying is full of such blunders and they are a vital part of the sport. In this devlog we’ll talk about the damage model present in Rally Mechanic Simulator. After all, it will be your job to sort the cars out and have them ready for the next outing.





[h2]How does the damage happen?[/h2]
Your team’s car accumulates wear and damage during the special stages of the rally. We don’t want to get too much into details, but it will all rack up. What we will say, though is that below a certain threshold of wear, the parts will have an increased chance of failure. When a certain part goes to town, connected parts will also have a chance of being damaged or rendered useless. As many things in cars are interconnected, it just made sense. As an owner of an old French car, I’m well aware of that.

Aside from that, there are also random events. Let’s say that your team’s car hit a tree with its side. You know, that’s the stuff that happens often during rallies. Such events will have a chance to happen during special stages and will in big part depend on the wear of parts. There will also be a second type of event that will damage the car and will not be dependent on how well the vehicle is maintained.

This also isn’t the only time when damage can occur. You can also do that while fixing parts and failing to do a minigame. More on that in a future devlog. However, this will provide more challenges and force you to be more precise - a luxury few can have in the service park.



[h2]What if you don’t fix the car?[/h2]
Not finishing a race is an often occurrence in real life. However, we felt that it would be too harsh for the players. Imagine - you do everything according to plan and suddenly your car burns down on the last special stage due to a random event. It wouldn’t be fun, would it? Because of this, the damage will not render the car unviable. On the other hand, the vehicle will become slower and less competitive. And, as you’ll be striving to get more renown and money, it will make fixes a must. Nobody wants to be last, after all.



[h2]How will the damage look?[/h2]
Brutal. Let’s talk a bit about details, though. Through the use of fine craftsmanship and technology, the damage will be (mostly) easy to spot and identify. You can be sure that you’ll see stuff like:




The methods we use allow us to have the damage look as if it were made by different types of objects. So, if the car hits a tree it will look significantly different compared to a collision between two vehicles and so on.


[h2]The research[/h2]
Our dev team has gone to a number of rallies. We talked extensively about that in our earlier devlog, so let’s just say that the damage and the work of mechanics they’ve seen have been a huge reference material for them. Aside from this in vivo experience, they’ve also watched countless Youtube videos of rally car crashes and mechanics at work. You can never have too much reference material.

[h2]Conclusion[/h2]
The stuff that’s going to happen during the special stages will certainly get under your skin. Who would need mechanics if damage didn’t exist, though? You’ll find yourself in many various scenarios, sometimes being forced to opt for a compromise. Still - we hope that you have what it takes to be a true mechanic. Thus, the next devlog will be about fixing what’s broken!

Thank you for reading. See you next time!


Make sure to join our social media and Discord server if you want to be up to date about Aztecs: The Last Sun and our other games.

We’re always up for a talk and we appreciate each and every one of you!



Devlog #3 - Service Parks

Hello mechanics!

Service parks are one of the most crucial parts of the rallying infrastructure. We’ll talk about what they are, what happens there, how we did our research on them and how they will be implemented in Rally Mechanic Simulator in today’s devlog.



[h2]What is a service park?[/h2]
So, to start from the very top - you most likely already know what a service park is. However, as we want everyone to be on the same footing, here’s a small definition.

A service park is an area on the grounds of a rally. Its purpose is to be a logistics hub and a place where teams can set their tents and work on their vehicles. The area is also often frequented by the press and spectators - they can look at the cars up close and talk to the crews. This also means that sponsors and advertisers can use the spare space to advertise their brands. From our point of view, the part that is the most important is the ability to place your team’s tent/camp, the base of operations.



Also, as a side note, a service park is a similar term to a paddock in track racing.



[h2]The tent’s where the magic happens[/h2]
The key part of the park will be the player’s tent. It will contain the tools and appliances so the player will be able to work on the vehicle during the rallies. It will also feature your team’s sponsors’ branding. Likewise, other teams will also be present in the park and will be doing similar tasks to you.



We believe that regular players will be spending approximately 50-60% of the time in the service park. However, it will be dependent on the playstyle, so it could be more, it could be less. More on that in the future, as it could branch out into a separate topic. Let’s just say that you will have a degree of freedom when it comes to preparing for the rally and making fixes and modifications to the car.



[h2]We went to rallies to see them in real life [/h2]
The “simulator” in the title obliges us to provide a high degree of accuracy to real life. Therefore, we had to do some research on how to create accurate service parks. There are two ways we went about it. The first one is relying on 3rd parties’ content. We scrolled through and watched countless pictures and videos of such parks on the internet. However, feeling that it was not enough, we decided to go a step further. Thus, we sent our team to some actual rallies. so they can have first-hand experience.

The most prominent trip was to the “Barbórka” rally. It’s a well-known short rally in Poland. Even though it’s not a part of any series, the event is one of the most popular rallies in our country - frequented by professionals, semi-professionals and amateurs. This means that we had an opportunity to see a lot of great specialists and a vast array of cars:
  • Various rally versions of Skoda Fabia dominated the event, however, there were also some purpose-built Fords, Hyundais and a Volkswagen and a Citroen that managed to get into the top 10.
  • Two legendary cars - Mitsubishi Lancer Evo and Subaru Impreza - had their fair share of representation.
  • To the joy of all, RWD cars were also present at the event, the most eye-catching was definitely a 911 GT3.
  • Some cars that have been historically associated with rallying, such as Renault Clio Williams, Lancia Delta Integrale HF and Ford Sierra Cosworth were also there.
  • Good old FWD and AWD civilian cars with mods could be spotted, like an Audi A3 or a bunch of Civics.
  • There were even some oldtimers, such as Lancia Fulvia and Fiat 126p.

The variety of vehicles and degree of professionalism granted us a unique opportunity to see and learn about many different approaches and sides of car servicing during such an event - a huge thank you to all the members of the dev team, who actively learned and documented what we saw there. We’ve also had smaller excursions that supplemented us with even more knowledge. This means that the research done was thorough - we still expect to view more 3rd party materials, and maybe there will also be some expeditions further down the line as well.
A small disclaimer - we mentioned the cars above to show you that we’ve seen people work on them. This is not a declaration that cars made after them will be featured in the game.



[h2]The implementation and accuracy[/h2]
How will this knowledge be implemented in Rally Mechanic Simulator? Looking at service parks as a whole, we realised that there’s a specific vibe about them and we did our best to replicate it. The game is going to be the most accurate in how the tents look - not surprising, considering that you’ll spend a lot of time there. However, we also designed the tents of other teams in high detail.

The next thing that’s always striking there are the advertisements and sponsor branding, so we decided to deliver a proper experience in this regard as well. At this point in time, we still think about how to implement visitors and onlookers into the game, as they will not be crucial and could pose some problems in terms of the game performance - we’ll see how it goes with them. Parks will also differ from each rally to another - as they do in real life - and you, as the player will be able to modify and expand the tent during the game’s progression. That sounds like a topic for the future, though, doesn’t it?

To further enhance the immersion, we decided to put a lot of emphasis on the sounds. All the chatter, the clank of tools and the howling winds certainly add to the experience. They alone could make you feel like you were in the middle of a busy service park.





[h2]Conclusion[/h2]
To wrap it up, here are some bullet points:
  • A service park is an area where all the mechanical work and logistics go on during rallies.
  • It’s in big part composed of tents where rally teams work on their vehicles.
  • You’ll spend a huge part of the game in said parks.
  • We’ve done a lot of research regarding service parks, including travels to rallies.
  • The game will be quite accurate when it comes to the portrayal of service parks with a slight degree of customizability; it’s still being worked on.


So, how do you feel about that? We’re sure you’d already want to give it a shot. More articles about the game are coming soon and we’re working hard, so keep your fingers crossed!

Cheers and see you next time (soon)!

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Make sure to join our social media and Discord server if you want to be up to date about Aztecs: The Last Sun and our other games.

We’re always up for a talk and we appreciate each and every one of you!



Devlog #2

[h3]Hey there, Mechanics![/h3]

Thanks for the cool reception of the last devlog. Today we would like to show you some more features we plan to introduce. Without further ado, check out what we are cooking up for you.

Well, one of the basic functions will be to see if the car starts at all. You will even be able to hear the engine sound change as you walk around, maybe by heading to the back. (?) Oh, and our dashboard will be pretty awesome too! Each car will have its own interface where you can check out all the important parameters.


Now, let's talk about the parts. We've got a whole set of them for you to play with. During the game, you'll be able to put on or take off parts in bigger sets like the brake set, giving you an edge and saving some precious time.


And let's not forget about customization. We want you to have a blast modifying your car. It's not just about the available parts; you can even tweak and modify the parts themselves. Adjust the suspension settings, change the toe in, height, hardness, and more. It's your ride, your way!



By the way of car parts - we still consistently pay attention to detail. Take a look for yourself!!!

But here's the game changer—the wiring system. We've gone all out in paying attention to this detail. It's not just about the electrical system, though. We've got functioning piping and connections for fluids and air. It's all about creating a realistic experience!





That's all for today, folks. We're diving back into work, so get ready to get your hands dirty.
We know that graphics and gifs won't give you the feeling of the game, so you can start getting ready for the demo. We will provide more info soon!!! Stay tuned!

And hey, if you want to chat, drop by our Discord and say hi. Give us a high five!

Devlog #1

[h3]Hi Mechanics![/h3]

We are ready to start sharing information with you about our game. In the coming weeks, we will share some insight about different development parts. And the culmination will be the demo.



For starters, we would like to show you the car editing tool. With it, developers and modders will be able to configure cars and details in many ways. Below you can check out what the finished car looks like assembled in the modder tool. We are satisfied with the quality of the appearance, but we will certainly post a separate article about this on another occasion.

Wiring work will be one of the features that sets our game apart.

One of the goals we set for ourselves at the beginning was to try to convey the true feeling of working on an engine.

Not everyone knows that the interiors of racing cars bear little resemblance to those of traditional vehicles.

We also pay very close attention to the materials of our car models. Here is an example of light propagation inside the lamp materia

We can't forget about a whole range of car parts, with which you will be able to customize, as well as affect engine power and other car performance.

That's it for today. We're back to work, and you can start getting ready because you're about to get dirty!


Feel free to drop by our discord and say hi. High five!