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GeneRally 2 News

Hotfix 0.1.bfff6c4

This update includes some fixes for initial issues with the Early Access release.
  • Some fixes for AI issues (particularly Championship race issues, and pitstop issues).
  • Frame-rate cap in the menus to reduce GPU usage (a user-customisable in-game frame cap is coming soon).

Early Access Launch - 30th May!

GeneRally 2 will be launching on Steam Early Access on the 30th of May 2023!

[previewyoutube][/previewyoutube]

With the launch date being a little under three weeks away, we're getting excited!
We hope that what we launch into Early Access is something you want to play and support.

What does "Early Access" Mean?

Early Access is a way for us to get GeneRally 2 into your hands earlier, and receive
valuable feedback from you, whilst continuing to develop the game further! We'll be
offering GeneRally 2 at a reduced price during Early Access, with the price rising as
we add major features (like online multiplayer), and we'll be keeping a close eye on
the feedback from players to guide the direction of development.

Rest assured, what we're launching into Early Access is a game that has all the
fundamental features and systems in place - and can be enjoyed as-is (as many of
you found out from the demo earlier in the year).

What does the game have at the start of Early Access?
  • 5x Cars: Rally, Classic, Formula, General and one more.
  • 14x Tracks: 10 all-new tracks - and 4 classics reimagined (by TuomoH).
  • Track Editor: Create your tracks, and upload them via Steam Workshop.
  • Up to 8 drivers (any mix of local players and AI drivers).
  • Support for Steam Remote Play.


Read more:


How will the game change during Early Access?

We'll publish a more detailed Early Access roadmap between now and the launch date. But
here's a minimum set of things we expect to add or improve over the course of the Early
Access period:
  • Online multiplayer.
  • More cars.
  • More tracks.
  • More advanced AI behaviour and AI customisations.
  • New objects for the Track Editor.
  • Save games & replays.


If you want to keep up-to-date on our roadmap, you can visit the public roadmap.

How much will GeneRally 2 cost during Early Access?

GeneRally 2 will be 14,99 EUR / 14.99 USD / 12.99 GBP when launching into Early Access. As
the game develops and gets closer to its full release, the price will increase.

How can I give feedback?

We're keen to hear what you think of the game, and if you encounter any bugs or other
issues! If you want to give feedback, you can do so by joining our Discord server.

The Cars of GR2 Early Access

Today we'll take a look at the cars that are coming as part of GeneRally 2's Early Access (still on-schedule for a spring release). Initially, we'll have 5 cars for you to drive, though more will be added during the Early Access period. We want to ensure that the base cars in GeneRally 2 feel satisfying to drive and offer unique driving styles and challenges for players of different skill levels and preferences.

If you haven't read it already, be sure to check out Markku's post about GR2's Car Physics.

Ultimately, we want all of the cars in GeneRally 2 to be able to be driven on all surfaces. Some cars will provide an additional challenge on certain surfaces, whilst some will be specialists on those surfaces - but whatever you pick, we hope you'll be able to have fun on all sorts of different tracks!

Those of you who played the GeneRally 2 Next Fest Demo last month will already be familiar with the Rally car, so we'll start our blog post there...


Rally

[h3]Specs[/h3]
  • Drivetrain: AWD
  • Top Speed: Medium
  • Acceleration: Medium
  • Hard-Surface Grip: Medium
  • Off-Road Grip: Medium


No matter the surface, the Rally car will always be ready to perform. As competent on snow as it is on tarmac, the Rally car is the go-to option for mixed-surface races. It's even had some extra setup tweaks since the GeneRally 2 Demo!


General

[h3]Specs[/h3]
  • Drivetrain: RWD
  • Top Speed: High
  • Acceleration: Medium
  • Hard-Surface Grip: Medium
  • Off-Road Grip: Medium


With all the power of 3.0 litre engine and very little downforce, it's understandable that the General requires all of your attention. A nod to the days when sheer bravery was the name of the game, and a fast laptime was all about throttle control... get ready for some old-school action!


Formula

[h3]Specs[/h3]
  • Drivetrain: RWD
  • Top Speed: Very High
  • Acceleration: Very High
  • Hard-Surface Grip: Very High
  • Off-Road Grip: Low


The Formula represents the top-level of single-seater racing cars. It has a lot of power, great acceleration and huge amounts of downforce - but it has to be handled with care. Intended to perform at its best on hard surfaces like tarmac, it's unbeatable in the right hands.


Classic

[h3]Specs[/h3]
  • Drivetrain: FWD
  • Top Speed: Low
  • Acceleration: Low
  • Hard-Surface Grip: Medium
  • Off-Road Grip: Medium


Whilst you could easily take a trip to the supermarket in the Classic, it's this everyday, low-power form factor that helps to provide door-to-door racing with even the newest players. Intended for those times you just want to take in a bit of the scenery at the same time, the Classic is the perfect all-ages racing car!


The Fifth Car

The final car that will come at the start of Early Access is as-yet undecided. We have a few different ideas for what it will be, but ultimately we'll let the most important factor decide what we ship with: how fun the car is to drive.


In Closing

We hope you enjoyed a quick look at most of the cars that we'll have available for you to drive at the start of GeneRally 2's Early Access. We're really excited to get these cars into your hands, and see what you think of them!

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Don't forget to wishlist GeneRally 2 and if you want to stay up-to-date sign up to the newsletter and follow us on Twitter and Facebook!

You can also join our Discord serverto chat with the team, and the community!

Car Physics Developer Blog

In this blog post I will give an overview of our approach to modelling car physics in GeneRally 2. Here, as in other areas, our task is to build on GeneRally in a way that doesn't undermine any of the features that made that game as enduringly popular as it has been.

Suspension and Steering

The largest difference to GeneRally 1 when it comes to car modelling is that GeneRally 2 models suspension in a more realistic fashion. This provides us with two potential benefits. Firstly, visually, it allows the cars to display realistic behaviour such as body roll under acceleration; wheels tracking uneven terrain; and suspension compressing when landing from jumps - this plays into our general push for a more lively and interesting world for the player to race in. Secondly, it provides a platform on which to build a more realistic handling model for the cars.

This second point, however, we have found to be a double-edged sword.

At an early stage of development we experimented with realistic steering behaviour and grip calculations, with traction calculated based on tire load and applied to turn the car by rotating the front wheels. This provided an improvement in realism, but it did not translate into improved gameplay. A realistic simulation of the tire forces often manifested simply as inconsistent or incomprehensible controls, due to the high downward camera angle making it very difficult for the player to see precisely what the car is doing at any given moment.

In the end we changed to implementing the steering the same way GeneRally 1 did: as a direct rotation of the car around its center of mass. Turning does not depend on immediate traction, or even on tire contact (to allow the car to turn happily in mid-air). This change means that the car will always react to steering inputs in a consistent manner.

Consistency is one of the keys to the kind of intuitive and easy-to-pick-up gameplay that we are going for. The handling model should be something the player doesn't have to think about, since the car simply feels right. GeneRally, after all, doesn't need to challenge the player with tricky handling - there is enough challenge in figuring out optimal lines; changing track conditions; and in planning your pit strategies over the course of a race or championship.

Improved Car Physics

But this doesn't mean there won't also be new and challenging cars in GeneRally 2!



Here is where a robust physics model gives greater opportunity for building interesting handling characteristics that can take some skill and experience to master. Adjusting tyre pressures or suspension parameters such as travel and damping coefficients, allows one to play with how planted/nervous a car feels on uneven terrain and how it transfers weight under braking and acceleration. Adjusting how tire load affects grip - and the relationship between static and dynamic friction - allows for varying understeer/oversteer characteristics and for cars that can be rotated with the brakes. The choice of driven wheels (FWD/RWD/AWD), differential type and torque also make a big difference to how a car performs.

Much of this car balancing remains to be done - and testing will show what can be done in a way that remains challenging in a fun, rewarding way. We've gathered a lot of valuable feedback about the physics and the Rally car during the period the demo has been available. Obviously, as GeneRally is not intended to be a simulation, there is no inherent value to doing things in a realistic way: if a more direct approach proves to be better for gameplay, that is what we'll go for.

One such example is the demo's Rally car: it includes an additional force that helps it to turn whilst sliding - a "slide assist" if you will. This feature was implemented as being able to throw the car into corners was deemed to be more fun than trying to avoid sliding to maintain grip. This makes going fast more about choosing the correct line and timing the turn-in, rather than about being able to precisely micromanage the car's angle mid-corner.



Car Selection

Questions about balancing realism with gameplay can, in this system, be done on a per-car basis - and in much more depth than was available in GeneRally 1. GeneRally 2 will include some cars that are made to be as easy to pick up as possible, and some cars that come with unique handling characterics to add variety and challenge for more experienced players. We will also make sure to have some throwbacks to the "classic GeneRally feel" for that healthy dose of nostalgia!

The full list of cars for Early Access release has not been set in stone yet - and it will certainly continue to grow over the Early Access period (and hopefully after the release too). In any case, you can expect the car selection in GeneRally 2 to be more varied in terms of their handling characteristics than in GeneRally 1.

In Closing

I hope you have enjoyed this peek into what goes into making of GeneRally 2's cars. In future posts I'll go into more detail about the workings of the car model and about the development of individual cars. You can also expect insights into the mysterious minds of the AI drivers.

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Don't forget to wishlist GeneRally 2 and if you want to stay up-to-date sign up to the newsletter and follow us on Twitter and Facebook!

You can also join us on Discord!

[h3]About Markku[/h3]
Markku is one of the founders of Curious Chicken Games and has been working on GeneRally and GeneRally 2 since 2010. He is primarily responsible for GeneRally 2's physics and AI.

GeneRally 2 Demo Now Available

As part of our participation in Steam Next Fest - which runs from 6th - 13th of February - we've put out a demo of GeneRally 2 for you to try! You can download the demo from our Steam store page.

Note: The demo will be available until the 13th of February, after which time it will be
taken down, as we continue to focus on getting the game ready for its Early Access launch!

Demo Features
  • 1x Car: Rally
  • 3x Tracks: Tropico (Tarmac), Polarius (Tarmac/Ice), Mudroot (Mud)
  • Track Editor with Test Mode (save/load restricted).
  • Up to 8 drivers (any mix of local players and AI drivers).
  • Support for Steam Remote Play.


The Rally car is a new-player-friendly car designed to handle all types of surface and
terrain. It may not be the most powerful car, but it's stable, and forgiving to drive.
Various cars and car types will be available when the game launches into Early Access.

Demo Limitations

The demo is limited in some ways - these limitations do not exist in the full game.
  • No customisation of race settings (race laps are limited to 3).
  • No car colour selection (random only).
  • No load/save in the Track Editor.
  • No damage, tyre wear or fuel usage.
  • No adjustment of AI skill level.
  • No key/controller rebinding (as a result, some controllers may not work).


Giving Feedback

We're keen to hear what you think of the demo, and if you encounter any bugs or other
issues! If you want to give feedback, you can do so by joining our Discord server - or even right here on Steam.

If you want to find out what we have planned for GeneRally 2 for the future, you can
take look at our public roadmap.