48w ago - Today Project Manager Alexey Pchelintsev at Gelid Games has announced that Wheels of Destruction is getting free new DLC entitled Moscovian Mayhem with details below.
To quote: Developing at Gelid Games is a personal process for people who genuinely love games. We set out to make Wheels of Destruction a hardcore old school arena shooter in the same vein Quake and Doom, something we were successful in.
We knew we wanted to expand upon Wheels of Destruction and let it evolve with its players, and what better way to do that than release some awesome downloadable content, improve the game greatly, and ultimately create something substantial and worthy. Best of all, we made it free.
Wheels of Destruction originally had five different maps. It was enough for the start, as each map had a very distinct configuration and size, but we expected our players to want more. Hence, our first DLC, "Moscovian Mayhem," contains a new map of post-apocalyptic Moscow, where the players show their skills among the ruins of the Kremlin.
The goal with this DLC is to create a fresh experience for players, so this map was created with completely different set of objectives in mind, resulting in a map designed for a radically different "feel" compared to the other maps. Everything's different: size,...
60w ago - Today Lead Designer Peter Porai-Koshits has shared some new video footage of Wheels of Destruction including a weapon guide for PlayStation 3 fans.
To quote: The weapon system in Wheels of Destruction is beautifully familiar yet dynamic and designed to keep the game balanced. Players who know class-based shooters like Unreal Tournament and Team Fortress 2 will instantly feel at home.
The game has four weapon types, each with primary and alternate fire conveniently selectable on the d-pad. This simple and intuitive system actually provides 11 unique ways to decimate opponents.
The Gatling gun is the initial weapon that everyone has from the start of a match. Available to the player throughout, it never runs out of ammo but is relatively weak and imprecise.
However, its alternate fire is tremendously powerful - it's a very short-ranged spread shot shotgun with massive force. Players with great skill and a bit of luck can land an instant kill shot but, most of the time, you're better off hunting for new weapons.
The next gun is almost as accessible and familiar - the rockets and mortar. Like many games, the rocket is pretty straight-forward. It's not necessarily a 'noobtube,' but it doesn't take much strategy to get in a quick kill shot.
63w ago - Lead Designer Peter Porai-Koshits has posted up a video trailer today showcasing the balancing control and combat in Wheels of Destruction for PS3 below.
To quote: That perfect balance of smooth vehicle control and weapon mastery was always our most difficult and most important task. It's so easy to do them separately:
Here's your car control - drive wherever you want; here's your weapon control - fire at will. However, putting them together is a bit of a puzzle.
At the beginning, our weapons were at a fixed crux to always shoot forward as the car moves. As a result, you could either shoot while at a standstill, or shoot in every direction, when rotating the car or chasing someone. Everything became a merry-go-round where 'A' chased 'B' and shot at him, while 'B' was chasing 'C' who in turn was chasing 'A'.
We knew we needed another approach. The tried-and-true approach is the have the left stick control the vehicle and the right stick control the camera and the direction of weapon fire.
This immediately resulted in lower game speed. It's rather difficult to drive somewhere while watching from the side, or backwards. You're driving into a wall within seconds. Ultimately, everyone ends up standing in their own corner, shooting at everyone....
65w ago - Today Lead Designer Peter Porai-Koshits has shared some video footage of the new Wheels of Destruction: Class Warfare Heavy Trailer below for fans.
To quote: Team warfare has been an element of great multiplayer games for a long time.
But as soon as we introduced team multiplayer combat to Wheels of Destruction, we realized that players want to feel like an individual, a dynamic asset on the battlefield, which led us to creating a tried-and-true class-based system. With Wheels of Destruction, our five distinct vehicle classes cater to different multiplayer strategies.
Earlier in the development cycle, considered expanding this concept further still with unique characters. However, that idea ended up on the cutting-room floor for several reasons. When presented with too many choices, players tend to fall into an "analysis paralysis" worse than prom night. Too much time spent "mini-maxing" skill trees can take the player out of what we want to be a fast-paced experience.
You can see the Heavy class in action in our new video below.
When you're playing a single-player game, it's natural to want to make your character your own. But with Wheels of Destruction we're interested in creating...
66w ago - Today Lead Designer Kerim Borchaev has announced alongside a video trailer that Wheels of Destruction is coming to PlayStation Network.
To quote: Few things are as universal as the lust to drive fast and destroy expensive machinery. Everyone likes driving and crushing things, so when given the green light, Gelid Games leaped at the creation of Wheels of Destruction.
A lot of inspiring games came to mind, and we wanted to make our mark on the industry with an interpretation that is near and dear to us.
Before we got anywhere, we had to pick a platform, and going PSN exclusive was an obvious choice for us. Sony's platform has become much easier to develop on, and the fact that we're able to self-publish goes a long way in retaining our mindshare over the game. We wanted to know that every bit of perfection and every flaw was of our own design.
Once we had our platform in mind, we began searching for an engine. After trying as many that came through our doors, we found our place with the Unreal Engine, thanks to its great graphics and smooth asset production pipeline. We wanted to make the most out of the tools we had at our disposal.
Our ideas were grand, with levels five times larger than what production suggested we'd be able to accomplish. We knew that a fine...