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Dev Blog - Kart Physics Improvements

LiltyaLiltya
KartRider: Drift Rep: 8,485
Posts: 164
Member
edited 11:13AM May 14, 2020 in Official News
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Hey there, Racers!

I'm JL, a KartRider: Drift developer.

Hello everyone, it's been a while since our last dev blog.

The dev team is currently working on compiling your feedback after the December Closed Beta, as well as proceeding with fixing the problems you noted and continuing to develop the game.

As much as the love and support you've sent to KartRider: Drift, we received a lot of feedback. As developers, we believe you provided us with a sense of the direction that KartRider: Drift should be moving forward in, so we're cherishing it all as we go through them.

I came to write this dev blog to discuss how KartRider: Drift has been changing after the December Closed Beta.

For today, we'd like to discuss the driving physics, one of the topics we received the most feedback on during the beta.

We're working on carrying over and advancing the original KartRider to KartRider: Drift, so that its speed and drifting can be enjoyed by everyone, and we believe it is the dev team's greatest goal and mission to improve the driving physics based on the feedback we received during the beta.

During the December Closed Beta, there were various awkward aspects to collisions between karts, collision of the kart and the track’s walls, and more.

The awkwardness during such collisions was caused by the dev team being under-prepared for the complications of the driving physics, and our team is sorry that we failed to rise up to that challenge. Collision refers to what happens when two objects run into each other for just a split second, and everything that follows in the moments after that collision takes place.

Especially in racing games, collisions can occur in many situations, including intentional ramming of other karts, and are essential to racing. We believe the moment of collision and what happens afterwards must be made to appear natural.

Therefore, we have analyzed the feedback we received related to driving physics, and invited professional gamers and influencers to help with a deeper analysis. We proceeded with the group test to understand the issue and to list out the areas that need to be improved.

Our team is currently working on improving the driving physics in the following ways:

Collision between Karts
- Refine the collision’s angle and magnitude of force at the time of impact to improve on the effect and rebound force.
- Refine the angle of recovery after a collision and the force of the collision's rebound force.
Collision of Karts and Walls
-Refine the collision’s angle and magnitude of force to improve on the effect and rebound force.
-Refine the angle of recovery after a collision and the force of the collision's rebound force.
Collision While Jumping and Landing
- Improve so that going airborne while drifting would not cancel the drift, but instead allow you to continue drifting upon landing.
Multiple Collisions between a Kart, Another Kart, Walls, and Etc.
- Improve the individual effects reflecting the magnitude of force at the time of multiple collisions and the rebound forces that follow.
- Refine the angle of recovery after a collision and the force of the collision's rebound force.
Drift Angle Improvement
- Adjusting the angles that would cause a drift to end.
- Improve so that drift would function the same way as in the original KartRider.

Once the driving physics' improvement work is complete, we'll be able to provide Racers with the racing feeling that's closer to the original KartRider for the next Closed Beta, and you'll be able to enjoy the sensation of driving that's unique to KartRider.

Your feedback is the direction KartRider: Drift should be moving forward in, and it also greatly encourages us. Please keep up your interest in KartRider: Drift, and continue to stay tuned.

-JL-
pharsyde