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Rally Mechanic Simulator News

Devlog #8 - Upcomig Public Test Contents

Hello mechanic!

As we’ve announced a short while ago, we’ll have playtests. Let’s briefly talk about what will be their main features. It will be limited in scope, but they will present the key aspects of the game well. So, this is what you’ll be dealing with!

[h2]One car model
[/h2]
You will have one car to tinker with. It’s heavily inspired by one of the legendary Japanese rally cars from the 90s in more than one way... What could be under its bonnet? ;)



It’s going to be one of the lower-grade cars, but it shows how far the entire industry has gone in the last 30 years or so.

[h2]Two rallies[/h2]

We decided to provide two rallies. Both will have sunny weather, no rain or snow. Despite them being on the simple side, they will give you a good idea of how this aspect of the game is going to work. More complex ones will be present in the future builds of the game. After all, your quest to build a motorsport empire won’t be complete overnight!



As both the rallies will differ in terms of surface, a big part of playing the test build will be adjusting the car to each one of them. What tires will you use? What suspension setup will you go for? It’s gonna be up to you!

[h2]Tutorial[/h2]

Aside from the rallies, the game will also have a tutorial. It’s going to be simple to understand, but hey - it’s always good to have a helping hand, right?




[h2]Garage[/h2]

Once again, the garage will also have what you could expect from an early stage of the game. It will feature two working stations and two machines to work on wheels.




[h2]When will it release?[/h2]

While we don’t have an exact date at this time, we hope to release it sometime soon. The test will also be time-limited, so the build will only be available for a while. Worry not - we’re already thinking about releasing a proper demo.

In order not to miss the tests, head to our Discord server and keep an eye out for the updates regarding Rally Mechanic Simulator there!

Devlog #7 - Garage

Hi!


Your garage will be the place where the magic happens. Well, not exactly magic, but you’ll be spending a lot of time there doing all sorts of cool stuff, like fixing, painting and tuning your cars. It will be your base of operations. Let’s talk a bit about the garage itself.





[h2]Creme de la creme
[/h2]The garage will be the place where you will spend all of your time between rallies. And it will be a time well spent. You will, of course, work on your cars, but there will be so much more to tinker with. Firstly, you’ll be able to modify the garage itself - this involves getting and placing new equipment and facilities, like a painting area or a dyno. They will allow you to work even more thoroughly on your vehicles, all in order to get the best performance. Some of the other facilities that will be at your disposal will include separate working stations for fixing separate car parts, such as transmissions or rims. The more you progress, the more complex fixes you’ll be able to make.



The other important activity in the garage will include the racing team management aspect. Assigning jobs, managing the workforce and so on. Great race drivers and great cars are only a part of an equation when it comes to building a rally force to be reckoned with. And building a great team will be one of your responsibilities.





[h2]Decorations
[/h2]When it comes to the gameplay, we expect that you’ll spend approximately 60% of your time in-game in the garage in the career mode. That’s why there will also be an option to install some decorations to make this space more pleasing. It’s possible that we’ll include other options in the cosmetics department





[h2]Navigation
[/h2]Navigating the garage will be easy and intuitive. You’ll be able to walk there, just like in the case of Motorcycle Mechanic Simulator and approach different workstations. When it comes to accessing a shop to buy more car parts and such, you can easily access these (and other) screens after a simple right mouse button click.



We hope that the garage will be a place you’ll enjoy being at and doing all of the fixing, painting and management. Have a good one, till the next time.

By the way, we’re still working on providing a test build. It’s looking well so far and we hope to release it sometime in the near future :)





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!



New refreshed steam page

Hello Mechanics!




As you can see, we have updated the game’s card here on Steam. It features new cool art from the game and a new description. Looks neat, doesn’t it?



The reason why we decided to update is because we’ve been working hard on the game. And we’re letting you know that CLOSED PLAYTESTS are about to start in the near future! We’ll release a separate announcement when we open the sign-up list.

Talk to you soon! Stay tuned!

Devlog #6 - Mechanics

Quite obviously, Rally Mechanic Simulator has “Mechanic” in the name. And you’ll be spending a lot of time dealing with just that. Let’s have a look at the most crucial part of our upcoming game.



[h2]Modifications[/h2]

As we mentioned in an earlier entry in our devlog series, you’ll be able to swap part of your car. The game will belong to the simulation genre, so we’d like to be as accurate in this manner as possible. The parts that could be considered mechanical and will be switchable will include pretty much anything besides the chassis. This includes, but is not limited to:
  • Wheels.
  • Brakes.
  • Engine components.
  • Suspension.
  • The drivetrain.




However, your role will not be limited to just swapping and fixing parts and keeping your fingers crossed during a rally. You will be responsible for tweaking the performance of the vehicle. One way of going around it would be to install aftermarket parts, and adjust and tune them - trying to balance the reliability and the improved driving characteristics.

An important factor that will have to be considered is what the part will be good for. Some hardware will be made for loose gravelly rallies, some for tarmac and so on. As you can see, setting up the car will have several factors you’ll have to consider. The game aims to not only allow you to be a mechanic - your actions will have a very clear effect on the performance. You’ll be, in this regard, responsible for the race itself.

We don’t expect to feature a full-blown aerodynamics model in the game. However, modification of the body could influence the vehicle’s performance - simply by influencing its weight.



[h2]Repairs[/h2]

As we’ve mentioned earlier, cars get damaged during rallies. You’ll, over time, be forced to fix or swap them. Swaps are straightforward, so let’s talk a bit about fixing them. Each broken part will be taken to an assorted table, where a minigame will be played. During this little bit, you’ll be able to refurbish the part. Of course, at first, the part will need to be dismounted and mounted later. Some parts will not be repairable, such as the car battery or fuses and a replacement will be a must. If you neglect to repair, ultimately, the part’s condition will be marked as 0% and will only be good for selling as scrap.



[h2]Compatibility[/h2]

What we haven’t mentioned is the compatibility of car parts. As in the real world, some parts will fit most if not all of the vehicles. However, some parts will be only usable in a narrow assortment of cars. Say, pistons. Of course, each engine has a piston dedicated to it. We won’t go as far as that. However, aftermarket pistons will only be usable in engines with the same layout. For example, in-line pistons (working “vertically”) will not be any good for boxer engines (working “horizontally”).



[h2]Electronics[/h2]

Another feature that sets this game apart from other vehicle mechanic simulation games is the possibility of working on the electronics. We’ll definitely cover this topic in the future, so just some small tidbits for today:
  • A car with damaged electronics will not be driveable.
  • You’ll be allowed to change electronic parts to new and used ones, but you will also be able to fix them like all the other parts.
  • Electronics won’t differ wildly between cars and won’t have a huge impact on the performance of the vehicles.




That’s all for today. Thanks for reading and see you soon! :)



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 #5 - Repairing

Where there is damage, there also must be fixes. This is how rallying works. As we talked about the prior in the last devlog, it’s time for the latter. And you’ll be spending a lot of time doing just that. Getting your (virtual hand dirty and making your team’s car run as well as possible. Let’s move on to some details, shall we?


[h2]In-game mechanics[/h2]
There will be a number of ways to repair the damage. Major of them are:
Changing the part to a new one if we took the car to our tent in the service park or if we bought the new part in the store via our garage.
  • Fixing the parts in separate workstations. The workstations, due to their cumbersome nature, will have two forms - the basic one, available in the service park and the full one, present in the garage. The garage will also present some exclusive methods of fixing.
  • Replacing a particular part when you work on a set of parts.


What does it mean in practice? We analysed how fixing parts worked in our previous game, Motorcycle Mechanic Simulator, took the best ideas and added a slew of new ones. So, you can expect a lot of tinkering with screws, painting, connecting and disconnecting electronics, removing and attaching parts to the car and so on. All of this will be as user-friendly and enjoyable as fixing a battered rally car can get.


[h2]Getting around to it[/h2]
One of the most important parts of getting your car race-ready will be identifying damaged parts. Then, you’ll need to figure out what is going to get fixed… And what will have to wait. In the garage, you’ll have all the time in the world. Rebuilding a car from scratch would take something like 40 minutes. However, you will have time limits during rallies. Time’s a limited amount of time in real life and we aim to emulate it. You can expect 5-15 minutes of time to make the car ready to go somehow. You’ll be able to cross the imposed limits, but it will result in a penalty.



When dealing with more serious damage and restoring parts, you’ll have to schedule that to be done in the garage. You won’t be able to, say, rebuild a transmission or get your rims unbent during a rally - just like in real life. The best, but also costly, way of going around it would be to have spare parts. It all depends on the money. If you have enough funds won in races - no problem. If not, and you probably won’t for a while, then you’re in a pickle. There will also be other avenues for earning, so don’t worry (too overly) about it.



There’s this mechanic in the game that we currently call “the danger limit”. You’ll be able to release a car that’s not entirely fixed, but if the danger limit’s broken, you won’t be allowed to partake in the next race. This provides another layer of strategic complexity and a challenge to tackle.


[h2]Real life vs the game[/h2]
As Rally Mechanic Simulator is, obviously, a simulator, it’s heavily inspired by real-life know-how. However, we need to make the game fun. And, honestly, there’s a lot of mundanity to the process. So, we decided to take the most boring parts away and “hide” them behind fun minigames. It’s all done in order to make a more playable and enjoyable game and we believe it’s the right call to make.



While we may slightly deviate from accuracy in the aforementioned aspect, we want to be as accurate as it gets in terms of presentation. All of the audio and graphic assets will be realistic and there’s a ton of work we’ve already done (and still have to do) to deliver that. One of the things scheduled to be done is to make the aftermath of fixes actually visible on salvaged and restored parts.

An interesting aspect is… Washing the car. It’s a factor in the real world, too.




[h2]There will be tuning[/h2]
Everyone looks fondly at the old games that allowed you to customise your car and rip on the tarmac. We’re not exactly building that, as you won’t be able to drive the car or fit neons under it and audio in the booth. Still, some forms of modification and tuning will be present in the game.



As per aftermarket body parts, you will be able to modify how the car looks. It probably won’t have an awful lot of influence on performance (if any), but you’ll be able to turn the visuals of your car into something that screams “It’s a purpose-built machine and it’s mean”. By this, we mean that some parts like bumpers and spoilers will be swappable. Additionally, there will be an ability to paint and slap sponsor stickers onto the vehicle.



The next thing is mechanical modifications. Let’s be honest - pretty much nobody runs stock cars in rallies. You’ll have a slew of performance parts at your disposal (for the right price). The investment may be sensible - the more money you put into your car, the faster it will be, and the higher your place in the standings will be, so you’ll have money for better parts yatta yatta yatta.



[h2]Conclusion[/h2]
As you can see, the repairing work that you’ll encounter will invest you in many levels. From battling against time constraints through prioritising crucial fixes to dealing with limited equipment at times - all with budget management and performance undertones. Simply put, we’re already proud. It’s gonna bun fun, engaging and challenging at once. How will you fare in that environment? We’ll do our best to make Rally Mechanic Simulator as good as it gets and hopefully, you’ll appreciate it!

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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!