Ride. Power-Up. Win.
Town of Trials™ is a game about riding cool vehicles, collecting power-ups, and competing against up to 15 other players.
Hello all! Leaves are falling, sweaters are out of the closet, pumpkin spice is infiltrating everything… and work on Town of Trials is ongoing! There’s been a few developments.
We added a new member to the team. We welcome Rangaros! He joins us equipped with a strong talent in 3D art, including modeling, shaders, and VFX. He has already helped us improve and refine some of our vehicle concepts, and with his direction and talent we will achieve a cohesive visual identity.
Work on our engine is ongoing. We have been primarily focused on net code and improving the quality of the physics simulation. The physics loop runs at 60 FPS like many modern games, but the visuals are interpolated to create an experience that is frame rate independent. Unlike KAR, you will be able to run Town of Trials at high refresh rates for a smooth visual experience (provided you have the hardware to do so).
As for the net code, we are working to fully integrate a client predicted, server reconciled model of online play. There are mostly upsides but also some significant downsides to this model. We feel it’s the right fit for the long-term growth of Town of Trials.
Client predicted net-play is time-tested and successfully implemented in games like twitch shooters, going back to games like Quake III Arena, Unreal Tournament, Counter Strike, et al. This model will allow your inputs to instantly be represented on screen, while still maintaining the security of a server authentication model where the game runs on a server and cheating should not be possible.
In a nutshell: upside to this technique is you get amazing multiplayer that feels just like playing offline and is free of cheaters. Downside is that we will need to maintain servers for a global audience, which is not at all cheap.
So what’s in store for Q4? The end of the year is fast approaching. Our aim is to have a complete (albeit content bare) game prototype by end of year that we will be selecting members of our community to playtest with us! This has been an important milestone we’ve been chasing for quite a while. Developing a game of this scope with such a small team was always going to be a long multi-year endeavor… we really do appreciate your continued patience!
As promised, we are pleased to present our mid-year prototype showcase:
You can see footage of a number of things, from different player color/skin selection, to gravity-defying stunts, split-screen multiplayer, online multiplayer and… a number of bugs that we’re still working on!
The coolest thing introduced in this footage is our first attack item — the missile! In this game, we want all attacks to be useable both on-ride and off-ride. While off-ride, the missile can be a great pocket deterrent to keep others from harassing you, or a great way to get around the map quicker. While on-ride, simply line up the shot and annihilate your foes!
In the future, we may show off more standard slices of footage until we are ready for a proper “first-look” trailer intended for the general public.
We do still intend to update and make more prominent use of this blog in the future.
If you’re reading this, you’re one of the early and enthusiastic ones. We love you! Thank you for your early support!
Hello again friends!
Thank you again for following us on this long and arduous journey. It is our sincere apologies for the silence lately… if you saw our Git, you’d know we’ve been working like mad-bots.
Our team now consists of 8 core team members of hobbyists who share a strong passion for KAR and intend to deliver on a truly breathtaking tribute game to recapture the City Trial experience. We will share bits, pieces, and teasers as we continue to develop — each from our own unique perspectives.
Town of Trials now has some digital presence that you can follow where we will be publishing updates.
Official YouTube Channel:
We want to communicate with you, wherever you are!
We will be showcasing prototype footage via our YouTube channel on June 30th in the style of a short trailer that showcases a tease of our hard work. We are excited to share Poncho in motion publicly for the first time, so get subscribed and don’t miss out!
Hello all, and welcome to the new Town of Trials site! Bear with us while we get ourselves situated — there are only so many hours in the day, and I spend most of them working on Town of Trials! I’m eager to tease progress while we work towards an official first look trailer. Stay tuned for more!
PC/Mac first, and we’ll see about other platforms after launch.
Yes! Matchmaking and private customizable lobbies. We are targeting support for 16 player matches.
Yes! 4 player local split-screen.
So many new ideas. The focus of this project is preserving the core gameplay loop and mechanics of City Trial, while expanding and introducing new things that don’t detract or hamper from that core experience. It’s time for a truly modern take on the formula!
Any returning rides?
We will be doing our best to port in your favorite machines, but due to engine differences, they won’t be quite 1:1. The look of the machines will also be new. You’ll feel at home, though.
Game Modes? Single player?
This is a multiplayer-centric game, with a primary focus on the Town Trial experience. Top Ride is not planned. Racing is planned. A battle royale mode is planned. Bots may not be ready in time for launch, but we want this to be enjoyable as a single player game too…
We are still talking about how we want to monetize Town of Trials to pay for things like server costs and to ensure we can keep delivering a stream of quality content post-launch. ToT will not be expensive… it may even be free… subsidizing costs through things like cosmetics.
Town of Trials is not planned to support modding. Sorry!
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Our Discord channel is 🔥
Come say hi and tell us what you think!
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