Team Racing League is the first team-based racing game where you win and lose together as a team.
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O que os desenvolvedores têm a dizer:

Porquê Acesso Antecipado?

“Because Early Access makes games better. We experienced this with our other game, Turmoil, which was in Early Access for one year before its official release. We’re very certain that the Early Access community helped improve the game tremendously, and we’re hoping the same will happen with Team Racing League.

Together with the community we would like to explore what else is possible for Team Racing League: new game modes, new tracks or maybe new vehicles? We want your input while we continue to develop and add more content.”

Aproximadamente durante quanto tempo vai este produto estar em Acesso Antecipado?

“We don't know yet. It's done when it's done. But we suspect it may take up to a year, hopefully less. We will try and garner lots of attention and players during the Early Access phase so that there are always other players to play with/against.”

Qual vai ser a diferença entre a versão final e a versão de Acesso Antecipado?

“The gameplay core is ready: racing, supporting, boosting, blocking etc. But we do want to add more features: other game modes, more tracks, leaderboards, new mechanics... Cosmetically we like the direction of the game, but we're sure that improvements will be made over time to the environments, the vehicles and the UI.”

Qual é o estado atual da versão de Acesso Antecipado?

“Team Racing League is, at its core, in a good state. The physics work and we made sure racing is fun. Multiplayer is set up, but will require tweaking. Right now we have a 3v3 racing mode (Team Clash) that we like and a single player mode for practicing purposes. The core gameplay works well enough to start getting players involved and receiving feedback.”

O jogo vai ter preços diferentes durante e depois do Acesso Antecipado?

“The price will probably not change during or after Early Access. Changes to this policy might occur if there are unforeseen costs or gains or if the product we have in mind changes dramatically. But we don't think so.”

Como estão a planear incluir a comunidade durante o desenvolvimento?

“We have a clear direction for this game in mind, but we are eager to hear if the community thinks this is the right way to go. We’ll keep a very close eye on the forum and will try to respond as clearly as possible to all questions and suggestions from the players. We think that the game modes and mechanics are fun, but do you agree? If not, what should/could change? Do you like the new game modes that we're introducing? What are you missing?

These will be the most important topics that we would like to hear about from the players. Besides that, there’s of course also the technical side of maintaining and dealing with an online multiplayer game. We’re aiming for a smooth multiplayer experience and will try to keep improving the game without adding bugs.



"...without adding bugs." Who are we kidding ;) Thanks for reading up to this point and if you are interested, bugs will definitely be part of the Early Access experience.”
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Atualizações recentes Ver todas (8)

1 de Maio

Alpha Update #02

We just updated the build with some new features and fixes. Check out the image and info below!



CURRENTLY IN THE WORKS
  • New match results stats:
    The game now show more stats after a race, like toasts (number of hovercrafts and blocks burned with the Afterburner and Flamethrower mechanic) and Fastest Lap raced. A list of more stats is being tracked now, viewable on your Profile page. We plan on using stats for different meanings, like the Trophy system (see Coming Soon).
  • Smoother Time Trial mode:
    We removed unnecessary loading screens and the startup sequence + countdown in Time Trial. You can start racing immediately instead; your ghost will join you once you pass the finish line. Also, going back to the menu won't take you back to the main menu anymore.
  • Improved Team Clash screens:
    The Desert and Mountain areas now have a new and improved Team Clash screen. Instead of a flat image, it's now a living 3d scene! The lightmaps and graphic settings aren't there yet, but we will update those soon. Expect more interactions and visual improvements to these screens in the future!
  • Start/Finish slowmo fixes:
    The zoom at the start and finish of a race was quite intense and robbed the players' from a clear overview. We adjusted both the distance and smoothness to create a zoom in/out with better overview.
  • Skidmarks & drift smoke:
    When drifting in corners, your hovercraft will now leave a mark in the ground with suiting smoke/dust effects. Drift away!
  • Training tutorials:
    You can now train withtry out various game mechanics in the Practice menu. Available trainings are: Anchor mode, Blocks, Boost charge, Roadblock and Solo Boost. Practice away!
  • Tooltips:
    The loading screens now contain useful tips on the game's mechanics and various strategies. We will add matching GIF images to them asap.

COMING SOON
  • Afterburner training:
    The Afterburner is one of the latest game mechanics we added. When you press the accelerate and brake buttons simultaneously, energy will build up and your flames will overheat. This is the afterburner-state. Use your heated flames to toast opponents or blocks. Soon you will be able to master this mechanic in a brand new Training!
  • Flamethrower training:
    An even newer mechanic will also soon be available as training. The flamethrower is a dual-mode mechanic, which means it requires two team mates to connect their hovercrafts. The flamethrower will burst an overheated flame from each side of the hovercraft, ready to toast all hover- or block-like objects around you. Stay tuned for this exiting training! (Spoiler alert: the flamethrower is already available in-game!)
  • Trophy system:
    Trophies are coming to TRL! They will give you more reason to compete withbeat your friends than just beating them. You can win various Trophies and showcase them. In your face, random friend I just beat! We may use the Trophies in a later stadium in some sort of point/ranking-system, but that’s way-in-the-future-talk.
  • Invididual win/loss ratio:
    We’re going to show each player’s wins and losses in the lobby screen so you can see who you’re up against and who you’re teaming up with.
  • New background music:
    The Early Access version will contain three different background tracks for during the race, one title theme, one after-race theme and a win/loss version when the Best of Three is over. All music is composed and created for the game by our musician Jan Jaap Doeven. Stay tuned when everything is integrated!
  • Mechanic balancing:
    While we are happy with all available mechanics and the way everything is balanced out, we are adjusting some minor things. A small change is that the afterburner and flamethrower will be more effective faster, with flames that will toast players slightly faster than they do now. Also, disconnecting enemy hovercrafts with your solo boost will have more impact.

FUTURE PLANS
  • Twitch integration:
    We’re big fans of Twitch (as every game dev should be) and Twitchers and Youtube streamers helped us a bunch with gaining awareness for our other Steam title Turmoil. We believe it’s our duty as a game developer to help Twitch streamers engage and interact with their audience through our game. For the first version, we’re trying to implement Team Bet and Player Vote in the game. In short; Team Bet enables a Twitch audience to vote predict which team will win, and Player Vote will enable people to vote on their favourite player; their Most Valuable Player of the match. We will be testing this ourselves before sending it out so stay tuned via our Twitch channel. Are you a Twitch streamer yourself? Make sure to contact us!
  • Team (clan) system:
    Team Racing League is - as the name says - a team-based game. We want people to form their own teams and play together with friends, as well as meeting new friends to play with through the game. Since most players already play team-based games, we want to enable them to form racing teams with their gaming friends. We’ll be working on a clan-system where people can form their own racing teams, invite their friends, add ranks and gather wins together. Further on in the future, we will add features like leaderboards, matchmaking and maybe even seasons. More on this subject later!
  • 2v2 backup mode:
    We designed the game to be a 3v3 team racing experience. While we believe this is the ideal setup for the game, we are aware of the fact that a new multiplayer game doesn’t have a big player base from scratch. To make it easier to find a match, we will see if it’s possible to start a match with only 4 players instead, if you can’t find 2 more players after searching for x seconds. A 2v2 match obviously has less options regarding team tactics, but can still be a very intense one on one race with two blockers fighting for support.
  • Forest setting:
    Currently there are two settings in place - Desert and Mountain - with three tracks each. Next up is a forest setting. The level design is already done, but the modeling and lighting aren’t quite there yet. We hope to implement the Forest tracks very soon after releasing on Early Access. And of course, there are even more exciting settings coming up!

Hopefully this will give you a bit of an idea of what we’re working on with this game. It’s very hard for a small indie developer to create a successful and popular new multiplayer IP, but we are confident that Team Racing League can be the game that fills up a gap for online racing on Steam. Help us develop this into a fun and great experience! Interested in joining the alpha? Let us know in the comments below or sign up on the TRL website.

Cheers!

Team Gamious

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13 de Abril

The Roadmap #01

Introducing the Roadmap.

In this document (read: image) we will keep you up to date on development of Team Racing League. In it we list the stuff that we are working on: 'Current Lap'. And stuff that we want to do after that: 'Next Lap'.

This does mean that everything that is listed will eventually make the game. Sometimes stuff takes longer. Sometimes we decide, after testing, that something needs to be removed before it got into the game.The Roadmap is a fluid document. It will change and it won't always end up in the game the way we may have envisioned.

The next update is planned for the end of April.
Here is the very first TRL Roadmap:

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Team Racing League

Team Racing League is the first team-based racing game where you win and lose together as a team. Compete in an online 3v3 race where skill and collaboration are key to victory. Team up, strategize and use tactics to disrupt and beat the opposing team in a MOBA-like clash!

In Team Racing League, there are lots of skill-based mechanics. You can race, crash, boost, drift, block, jump and brake your way to success. Choose to fight for position, play a support role or turn around to troll your opponents. Not everyone on the team needs to race, the others can support the racer by blocking opponents or by connecting your hovercraft with someone from your team. Once connected, you can create speed boosts or extend into a roadblock, making life harder for the opposing team.

Team Racing League was inspired by retro arcade racing games like Super Off Road, Micro Machines and Championship Sprint. Instead of relying on power-ups, Team Racing League is all about teamwork and racing skills. It aims to be a pure racer, without artificial equalizing mechanics. During the game the complete track and all racers are visible in a top-down view. The mid-poly atmosphere is enhanced by an 80's style synthesizer soundtrack and palpable sound effects.

Features:

  • Team-based 3v3 racing
  • Win together, lose together
  • Support your teammates and block your opponents
  • Unique connecting mechanics
  • Skill-based racing
  • No power-ups or weapons
  • Practice against your own ghost

Requisitos do Sistema

    Mínimos:
    • Sistema Operativo: Windows 7
    • Processador: 2.3 GHz Intel Dual Core
    • Memória: 2 GB de RAM
    • Placa gráfica: VRAM: 1792 MB NVIDIA GTX 460, ATI Radeon 4850, or Intel® HD Graphics 4400
    • DirectX: Versão 11
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 1 GB de espaço livre
    Recomendados:
    • Sistema Operativo: Windows 7
    • Processador: Intel Core i5
    • Memória: 4 GB de RAM
    • Placa gráfica: VRAM: 2 GB NVIDIA® GeForce® GTX 660 or AMD Radeon™ HD 7950 or better
    • DirectX: Versão 11
    • Rede: Ligação à Internet de banda larga
    • Espaço no disco: Requer 1 GB de espaço livre
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