I think the basic system of fixtures and car design is great, but I have a few suggestions to improve it, in order of how simple I presume they would be to implement (speaking as someone with no experience in game development!)
- Depth dimension for fixtures
Pretty much self explanatory. A third ‘Z axis’ control to set how deep or shallow 3D features like scoops and vents are.
For some features that are 2D in nature, the Z control could set how far the piece pops out or sinks in to the body. I would find this most useful with license plates, and incorporating headlights into grills.
- Pseudo-online play
It would be great if other players’ designs were included as suggestions when you style your car. I’d only want it visually (since it would ruin the core game if you could use their engine, setup etc) but it would be cool to have a system like that which takes popular designs from the Steam workshop at the body morphing / fixture stage of the design.
Perhaps part of the system could be used to populate your competitors’ models with other players’ cars? I also want to see when my competitors release a new car - what it looks like, the stats etc.
- More consequences from body morphing, and higher level morphs
I noticed playing the Kee engine campaign mode that stats such as desirability, luggage space, aerodynamics etc. do not update as you morph the car.
I would also like to be able to morph one kind of car into another kind, and be able to modify higher level stuff like wheelbase, overall width & height - so I can turn a Honda CRX into an MPV, or a van into a supermini. But I don’t know how the engine works underneath, so this might not be possible.