Good afternoon,
I followed the KillRob youtube series and so bought the game. I usually have a rule against buying Early Access, but I decided to move forward anyway; the premise is just so intriguing. At downtime at my work, I found myself scribbling notes about what I would like to accomplish in a game like this vs how the game actually is.
- Starting a new game, the first thing that jumps out at me is the inability to press ESC to return to the prior screen, to exit out of the options menu, etc. That would be a good UI improvement.
- The faux-world map; I hope a real world map with America, the UK, and Germany, etc are in the future.
- Is there any way to change the margin on a vehicle? It defaults at 0% and I canât find the means to alter that post-production.
- Neater/clearer way to understand how many rows of production a factory has, how that # of assembly lines comes to be, and a way to assign car projects to them.
- Removal of the âtop speedâ and âspacingâ options for a transmission. Theyâre tedious and the most time-consuming/mind-numbing portion of configuring the car
When designing an engine, you can only make very broad choices. Then you must create a âvariantâ, which defaults to about half the displacement of the âoriginalâ.
- Why does it do this?
- Engine creation involves going through seven or so tabs with choices. What do these choices do? The game wonât tell you until youâve made selections on all of them.
- The new engine is broken with warning boxes pointing out how to fix it, by playing with the sliders.
- To make any given configuration work, there are obviously ârightâ choices, but those are buried under the sliders and you must tick-tick-tick away to discover them.
- The game needs to provide more concrete feedback about how things ought to be so as to make a proper engine, like bell curves.
I have a working knowledge of what these sliders are inferring, however the granularity of the detail is going to be lost on even mechanically-minded players. I want to make a 4 cylinder engine that can put-put a four seater car around town and be really cheap and reliable and live for a million miles. The game really gets in its own way when the player is trying to perform simple tasks.
The business about âsigning off on projectsâ. Two campaigns were lost because on the first one, I spent an hour designing cars with great detail and engines to push them and never approved factory construction.
The second one, I tried to assign two engines to an engine factory and somehow the engine factory disappeared, so the screen displayed two engines that were signed off but had nowhere to be built, and so my cars couldnât be finished because they didnât have engines to go in them.
I watched the youtube videos, and I want to like the game, but holy crap itâs really clear just how work-in-progress this is.