Earths36 escribió:Ese encabezado queda genial .
Veremos com es el juego, yo tengo elevadas expectativas, a ver que sale xDD.
Jarifumi escribió:Considerando que solo he jugado a 2 juegos buenos de motos, GP500 y SBK'01, no tengo muchas esperanzas en este juego, la verdad.
Motogp13 Videogame Hi benjamin the game will be 2013, we're implementing the new liveries in the meanwhile we will release 3d model and gameplay with 2012 liveries
1. Outside of the real world MotoGP where does Milestone take inspiration from? In other words- Has any of the staff ever played other MotoGP games and have favorites? If so how does this translate into your own design? Borrowing has been par for the course in terms of being a artist.
Answer:
Yes we obviously have played ALL the past MotoGP games, including also our ones, ’08 mostly. It’s a refreshing experience after all these years! Among the non-Milestone titles, we all love the Namco ones, that captured nicely the actual feel of the sport. We also play some more bike games, Polyphony’s Tourist Trophy, namely, and some hard core simulations for the physics (NetBike and GPBikes). We want to be highly respectful and the goal is to provide a very emotional and immersive experience, so anything that looks, feels and plays “real” is welcome. We don’t want to depart from this route in terms of visuals or gameplay.
2 Physics
Which bike games are the physics and handling derived from or closest to...to give us an idea of the proposed feel of the game? .. GP08 sbk08 sbk09 sbkx or sbkGen , and if the game is similar to any of the said bike games but has a different feel to it then explain in what way.
Well, MotoGP bikes are quite peculiar and very different from SBKs. They’re very easy to take to, let’s say, 95% or more, of their performance, then the rider makes the difference. An engineer said that you could easily ride it in everyday’s life, to some extent, they’re not so brutal if treated properly. On the other side, taking them to the limit unleashes the monster. With this in mind we’ve taken inspiration from our past games, but only conceptually, because the actual physics engine has been rewritten almost in its totality.
We still love and play SBK2001 that had very complex and realistic reactions, down to some nuances the hard core players and riders still love. That’s been an important reference point. We also loved MotoGP08 for its “pick up and play” feel at low simulation levels.
3: Game options and menu fluidity
Can you access the leaderboards from within an online lobby? Rather than leave the lobby you are racing in and page back to the main menu as in sbk gen?
No, we don’t have the option. But we will consider it.
4: Cheating / Corner cutting
Have you taken measures to prevent corner cutting and the use of run off areas to gain constant faster laps without penalties.
Have you introduced “sticky stuff” off track? or a time penalty system when going off track ?
Yes, we’ve got sticky grass, but in limited, strategic amounts. We’ve got a detection system that detects cuts and assigns warnings od disqualifies the cheating player, consistently with the MotoGP rules.
5: Controller Options and Controller Feedback
Will there be an adjustable rumble setting for the controller? Will we have more rumble feedback through the controller than in sbk gen? Will the controller be fully mappable ?
Rumble will be tuned for the best feedback, and the controller will be fully mappable. Further details will come.
6 Ranking system and Leader boards
Can i time attack alone and in multiplayer with times going on the leaderboard?
Yes, single player time attack will upload times to dedicated leaderboards.
Will we have a ranking system? We need simulation rank separate from arcade rank.
MotoGP13 features three simulation levels, and a number of tweakable options. The number of combinations is prohibitive, leaderboard wise. But this wasn’t the approach, I mean, to split them, because all helps are meant to be “filters”, in other words, the game does things for you, in the very same way you would. There is no 200% braking force, or “supergrip”. So, the game actively supports beginners with a number of helps that are conservative, in terms of performances. Removing helps one by one will give you a bike more 1:1 with your skills and sensibility, and obviously harder to ride, but faster. And so, all players will access the same leaderboards. But beware, to be really fast remove all helps and show your guts..
Will ranking be based on average best lap times across all tracks?
Best laps.
A points system as with sbk is flawed...play more equals more points...where does talent come in? this is a poor ranking system...what ranking system will we have?
Well, more winning plays equal more points.. Motogp13 features a system that unifies offline and online performance, we want to give players the feeling of an integrated world. I agree that a good tuning favoring great performance against plain grinding is mandatory…
7: Setups
Will we be able to save and name individual set ups for each track?
Yes.
Can we gift set ups to one another?
No, but that’s a nice idea we didn’t come across.. we’ll take note for 2014!
will people be able to adjust / save setups online ?
Load and adjust, yes. Save, right now no.
Will there be the ability to gift tuning setups to other players ?
See question above
How will we access bike set ups from an online lobby, will leader board information be implemented into the lobby or will it be separate ?.
See question above
*recommendation: online, give riders racing numbers that reflect their position on the time trail leader boards (these could easily go from 1 - 999).
8: Bike/Livery Editor
can i paint bikes?
No, we didn’t want to present an half-baked feature, and we scrapped it. I’ll try to explain: let’s say I take an M1, painting it inside the Factory Yamaha team is impossible, for licensing reasons. So, I’d have to create my own team. But then comes the sponsors issue, we didn’t like very much the idea of fake sponsors, and being able to use real ones is incredibly complex, just imagine conflicting brands, maufacturers’ blocks and everything.. so, you’ll enter always a real team.
You’ll be able to choose a personal color on your leathers’ details, and a nickname, anyway, and a racing number and your helmet, so plenty of real customization options.
9: Online multiplayer
How will you ensure that online racing is robust and lag free?
We’re working hard on that to ensure the maximum stability of the online racing.
What is the maximum number of players per race online ?.
12 players, plus AIs (optional). Lag is vastly dependent from the quality of net service for all the players, and marginally from the game itself. When many players join a lobby, it’s not that the game it’s overwhelmed, but that some poor performing players (bandwidth or lag) have joined.
10. Demo
Will there be a DEMO and When ?
We can say anything about it right now! Just stay tuned!
javif1 escribió:Parece que la conducción es algo mejor que la del motogp 10/11
En MotoGP 13, las condiciones externas a la carrera son muy importantes. Sobre todo, las meteorológicas. Estas cambiarán tal y como ocurren en la realidad y tendremos que actuar en consecuencia. Una carrera podrá comenzar en seco y convertirse en una peligrosa piscina de asfalto en un breve periodo de tiempo, por lo que el ingeniero de nuestro de equipo se convertirá en un gran aliado del jugador.
It's also been confirmed that you will be able to change the weather in the options before a race, with a choice of five preset effects. "Adapting to different weather conditions is something requested both by players and real riders", explains MotoGP '13's Game Director Michele Caletti. "The five possibilities vary from sunny day to rainy one including a dynamic weather which could start with sunny and turn into rain during the race. Beyond the spectacular graphics effect, this change will have several influences on the track forcing the rider to adapt to these new conditions lap by lap."
Hi Guys, the new gameplay video will be out on 10th April. It will features Valentino Rossi (2012 livery)
Según el facebook oficial, el 10 de abril se publicará el nuevo gameplay, será de Rossi.ANSWER MICHELE CALETTI – GAME DIRECTOR MOTOGP’13
FORUM QUESTIONS April
1. Will the game release at the same time in both Europe and the USA ?. If not in how will the release be scheduled ?.
From Jamesways xboxliveaddicts.co.uk forum:
After checking several local retailers here in the US, there's no release date or publisher for this for the Xbox 360 version. One clerk said that there is no plans for a 360 NA release. Is that true? Will this at least be region free so we can import it? Or is it just ps3 again for NA?
Answer:
We’re thinking to release the game in US, but there won’t be a worldwide release. We will release further detail in the upcoming months.
2. Seeing as you have to contend with different platforms to span the netcode, how will you keep it even for all platforms? Or will there be favoritism towards a particular platform?
Answer:
There is no “favourite” platform, and the main and most important part of the netcode isn’t the one heavily dependent on the actual hardware or low level libraries. Instead, it’s the one built upon this layer, that luckily abstracts from it.
3. Weather. Will track conditions change throughout the course of a race (rubber being layer down, track drying out after rain, etc) ?..i love the drying track on sbk gen.its a great idea...but could be much more.ie we all rush in for the spare bike when it rains....have you / how have you advanced this area of the game?
Answer:
We have built upon the SBK experience, both aesthetically and in terms of physics simulation. Now riders and bikes have a convincing wet shading, raindrops fall and bounce on tarmac, and the new tire physics model interacts nicely with all the surfaces.
4. Do I have to run several seasons of the lesser classes in order to unlock the bike I want in the MOTOGP class? Is every motorcycle available for multiplayer without playing the singleplayer? How does it work to "level up" my bike? do I go straight online with a GP bike at full build?
Answer:
Some bikes/riders are locked, but not necessarily the most performing ones. In Multiplayer bikes are at 100% performance.
5. Will there be a realtime spectator mode for online?
Answer:
Nope. But it’s something interesting for the next chapter.
6. Is it possible to download the top ten times of time attack and then try to beat their times / ghosts in time attack?
Answer:
Nope. But it’s something we’re thinking about it
7. Is there damage modelling?
Answer:
Yes, and much more detailed than in SBK. The technology that manages the graphics feedback is really complex and applies damage only on the colliding areas of the bike ( let’s say you suffer a lowside on the right side, only the right side will be scratched and dirty).
Bike performances are also influenced, obviously, and there’s an option for mechanical failures ( independent from accidents) that can be enabled or not (it’s realistic, but can be annoying!)
8. Will there be away to record online races and share with others? e.g. compressed HQ video that can be uploaded to youtube and other social networking sites or downloaded by other players and viewed ingame.
Answer:
No, we made some experiments and have analyzed the other (very few) games that try to do so (in the console world at least) and the current gen isn’t ready for such a feature in a properly integrated way. It’s painfully slow, it takes some Luckily looks like the next gen is quite keen on these features.
9. Is there going to be a tuck button?
Answer:
Yes. The effect of its use has been carefully tuned, don’t expect a “boost” button. You can also automate the function with a dedicated help, that can be disabled at will.
10. What steps have you taken in order to keep the bikes on a somewhat level playing field? Reason why I ask is in the past there has for some reason always been an "uberbike" like the Randy Depuniet Honda, or the Proton. And in EVERY game so far including your last attempt with 08, why is the Ducati always made the worst, even when Stoner was the dominant rider in the series on that bike?
Answer:
We’ve tried to capture the actual feeling of each bike, and even to represent the differences between “factory” bikes and “unofficial” ones. Sad to admit, being Italian developers (and bike lovers!) Ducati is still having some issues. Remembering the peak of the Stoner age, I recall Melandri and Capirossi somehow struggling on that “peculiar” bike. It wasn’t certainly the best all-round bike, it just had an exceptional engine and an incredible rider. An amazing reading for the tech-oriented rider ( that still doesn’t feature the tons of maths that our developers enjoy) is the book “MotoGP Technology” by Neil Spalding, that I enjoyed and really recommend.
Hi Guys, the new gameplay video will be out on 10th April. It will features Valentino Rossi (2012 livery)
ANSWER MICHELE CALETTI – GAME DIRECTOR MOTOGP’13
FORUM QUESTIONS April
1. Will the game release at the same time in both Europe and the USA ?. If not in how will the release be scheduled ?.
From Jamesways xboxliveaddicts.co.uk forum:
After checking several local retailers here in the US, there's no release date or publisher for this for the Xbox 360 version. One clerk said that there is no plans for a 360 NA release. Is that true? Will this at least be region free so we can import it? Or is it just ps3 again for NA?
Answer:
We’re thinking to release the game in US, but there won’t be a worldwide release. We will release further detail in the upcoming months.
2. Seeing as you have to contend with different platforms to span the netcode, how will you keep it even for all platforms? Or will there be favoritism towards a particular platform?
Answer:
There is no “favourite” platform, and the main and most important part of the netcode isn’t the one heavily dependent on the actual hardware or low level libraries. Instead, it’s the one built upon this layer, that luckily abstracts from it.
3. Weather. Will track conditions change throughout the course of a race (rubber being layer down, track drying out after rain, etc) ?..i love the drying track on sbk gen.its a great idea...but could be much more.ie we all rush in for the spare bike when it rains....have you / how have you advanced this area of the game?
Answer:
We have built upon the SBK experience, both aesthetically and in terms of physics simulation. Now riders and bikes have a convincing wet shading, raindrops fall and bounce on tarmac, and the new tire physics model interacts nicely with all the surfaces.
4. Do I have to run several seasons of the lesser classes in order to unlock the bike I want in the MOTOGP class? Is every motorcycle available for multiplayer without playing the singleplayer? How does it work to "level up" my bike? do I go straight online with a GP bike at full build?
Answer:
Some bikes/riders are locked, but not necessarily the most performing ones. In Multiplayer bikes are at 100% performance.
5. Will there be a realtime spectator mode for online?
Answer:
Nope. But it’s something interesting for the next chapter.
6. Is it possible to download the top ten times of time attack and then try to beat their times / ghosts in time attack?
Answer:
Nope. But it’s something we’re thinking about it
7. Is there damage modelling?
Answer:
Yes, and much more detailed than in SBK. The technology that manages the graphics feedback is really complex and applies damage only on the colliding areas of the bike ( let’s say you suffer a lowside on the right side, only the right side will be scratched and dirty).
Bike performances are also influenced, obviously, and there’s an option for mechanical failures ( independent from accidents) that can be enabled or not (it’s realistic, but can be annoying!)
8. Will there be away to record online races and share with others? e.g. compressed HQ video that can be uploaded to youtube and other social networking sites or downloaded by other players and viewed ingame.
Answer:
No, we made some experiments and have analyzed the other (very few) games that try to do so (in the console world at least) and the current gen isn’t ready for such a feature in a properly integrated way. It’s painfully slow, it takes some Luckily looks like the next gen is quite keen on these features.
9. Is there going to be a tuck button?
Answer:
Yes. The effect of its use has been carefully tuned, don’t expect a “boost” button. You can also automate the function with a dedicated help, that can be disabled at will.
10. What steps have you taken in order to keep the bikes on a somewhat level playing field? Reason why I ask is in the past there has for some reason always been an "uberbike" like the Randy Depuniet Honda, or the Proton. And in EVERY game so far including your last attempt with 08, why is the Ducati always made the worst, even when Stoner was the dominant rider in the series on that bike?
Answer:
We’ve tried to capture the actual feeling of each bike, and even to represent the differences between “factory” bikes and “unofficial” ones. Sad to admit, being Italian developers (and bike lovers!) Ducati is still having some issues. Remembering the peak of the Stoner age, I recall Melandri and Capirossi somehow struggling on that “peculiar” bike. It wasn’t certainly the best all-round bike, it just had an exceptional engine and an incredible rider. An amazing reading for the tech-oriented rider ( that still doesn’t feature the tons of maths that our developers enjoy) is the book “MotoGP Technology” by Neil Spalding, that I enjoyed and really recommend.
10th April 2013, Milano – Milestone, one of the most recognized racing videogame developers and
publishers for consoles and Windows® PC, releases today the second Gameplay Video for its
upcoming Motorbike title MotoGP™13, the official MotoGP™ World Championship 2013 game,
which will be out in June 2013. This video, through Gran Premio bwin de España – Jerez, shows the
differences between the MotoGP™13’s camera views:
- Third Person: is the game’s default camera with its light shaking behavior and the wind noise
when racing at high speed. This will furthermore satisfy all players’ needs. This view is
adjustable (changing the distance between the camera and the bike) during the gameplay
session.
- Cockpit: Cockpit view is a camera with a swinging cockpit
- Helmet: the Helmet view guarantees the most realist effect ever, driving the player into a
real MotoGP riders view
“There’s one single concept we wanted to carry on throughout the whole game, a very simple one,
but so important: “be the rider”. With this concept, the most immersive and compelling way to ride is
using the “helmet view”, where both visuals, audio, dynamics are meant to recreate the actual riders’
point of view. We wanted it to be realistic, but in a way that everybody could switch to it and feel at
home in no time”, affirms Michele Caletti, Game Director Milestone.
Anduril escribió:
"(...) and feel at home in no time”
Cuando un juego de carreras dice que te sentirás inmerso en poco tiempo, tiemblo...
Eso es imposible si de verdad quieren transimtir sensaciones y realismo, lo normal es que te tires una semana dándote golpetazos, no sentándote y en la 2ª carrera dominarlo...
Gran Premio bwin de España: El circuito de Jerez fue construido en 1986 y acogería su primer Grand Prix un año después. En la actualidad, es uno de los circuitos de MotoGP más famosos y el eje central de una ciudad que adora el deporte. Ubicado en un ligero valle al sur de España, Jerez disfruta siempre de un buen clima y de unos paisajes hermosos. Sus numerosas gradas ofrecen una visión perfecta para hasta 250.000 espectadores.
Malaysian Motorcycle Grand Prix: El circuito internacional Sepang de Malasia ha sido creado específicamente para disfrutar de la conducción más veloz y emocionante, convirtiéndose en uno de los mejores circuitos del mundo. Este complejo de 930 hectáreas cuadradas cuenta también con un hotel, un centro comercial, un circuito de golf y otras instalaciones deportivas; costó más de 58 millones de euros y se construyó en tan solo 14 meses. Su primer Grand Prix se celebraría en abril de 1999, y fijaría el nuevo estándar para los circuitos de carreras de todo el mundo.
Red Bull U.S. Grand Prix: MotoGP regresó a Estados Unidos por primera vez tras 10 años para el Red Bull U.S. Grand Prix de Laguna Seca, que se celebró en julio de 2005 y que acabaría con la primera victoria en GP para el norteamericano Nicky Hayden. La pista californiana acogió eventos de Gran Prix desde 1988 hasta 1994, pero los avances en las máquinas de competición de MotoGP obligaron a que el evento se trasladase a otro lugar mientras la pista se modificaba y adaptaba para que cumpliese los requisitos de seguridad de hoy en día.
Michele Caletti, Director del juego en Milestone, ha declarado:
“Reproducir las pistas de MotoGP con todo lujo de detalles es un proceso difícil que requiere colaborar estrechamente con los propietarios de la licencia (que nos faciliten gran cantidad de material técnico y de patrocinio) para que después el equipo vaya a visitar el lugar, haga cientos de fotos, comprenda por qué es especial un circuito concreto y conseguir comprender las sensaciones que produce para recrearlo adecuadamente. En ocasiones, esto solo es posible cuando tienes el asfalto bajo tus pies. Pero todos los esfuerzos merecen la pena cuando los pilotos de las tres clases, al jugar al juego, nos dicen de usar sus puntos de frenada reales… ¡y funcionan en el juego!”.
Minimum Requirements:
Operating System: Windows®XP™ SP2, Windows®Vista™ or Windows®7
Processor: Intel™ 2.4Ghz or similar
Hard disk space: 5,5 GB
RAM: 1GB
Video Card: NVIDIA® Geforce 8800 GT or, AMD® Radeon™ HD 3870 or higher (it must be able to manage Pixel Shader 3.0) with at least 512MB of display memory
Recommended Requirements:
Processor: Intel™ Core 2 Duo / AMD™ Athlon 64 X2 or higher
RAM: 2 GB on Windows®XP™, 3 GB on Windows®Vista™ and 4 GB on Windows®7
Screen: 19” LCD Wide Screen or bigger.
Video card: NVIDIA® GeForce™ series 9000 or higher, AMD® Radeon™ HD4000 series or higher (it must be able to manage Pixel Shader 3.0) with at least 1GB of display memory. Laptop versions of these cards are not fully supported
Supported peripherals: Xbox 360 Controller
Speed. Emotion. Innovation. The full 2013 MotoGP season. Graphical excellence. The essential elements mixed with an adrenaline-fueled experience will characterize the brand new MotoGP13
MotoGP13 will include all the tracks and riders of the 2013 MotoGP season.
Graphics:
Close to reality thanks to reference gathering for bikes and riders (more than 5,000 photos) and motion capture for more than 50 different animations (it’s the first time motion capture is used for a bike game!!!)
Very close reproduction of the real ones (thanks to more than 35,000 photo references), with all real elements on track: buildings, vegetations, stands, sponsor banners, tv cameras and displays, marshalls
Photorealistic approach, five weather conditions, HDR powered system and dynamic sky algorithm for maximum visual fidelity (from splistream on wet track to air distortion because of heat out of the bike exhaust)
Tv style interface, cut scenes ,1st person elements (3d pits, motorhome, helmet view), menu design, music selection and track presentation with real TV commentators convey a complete MotoGP experience
Gameplay:
Simulative approach, with highly detailed model. Hundreds of parameters, from detailed suspensions/damper system, to realistic torque/clutch management. Tire grip, wear and temperature are simulated in relationship with different terrain conditions using Milestone’s “Evolving Track” that changes even during the race not only the tires’ properties but also the track’s ones
Scalable riding aids (such as brake help, steering help, ideal line) from all assisted to full simulation can be easily selected from game menu. AI can be set to four different difficulty levels.
Game Modes:
Quick Race, Race Weekend, Championship, Sprint Season
Players can re-live at home the great deeds of real riders, just few days after the race (online required). EEDAR analysis appreciated this point.
DLC:
This DLC will add 14 past riders to the game, including Doohan/Honda and Rossi/Honda
Which is the Official Release Date?
The game will be available on 21st June 2013
There will be a pre-order?
Pre-order will be available soon
There will be a Demo?
Yes, we will release a Demo
For which platforms will be available the game ?
PlayStation®3, PlayStation®Vita, Xbox 360® and Windows PC®
Which are minimum and recommended requirements for the game?
The requirements are available into the official Facebook info page or through the following LINK.
The game will features Red Bull Grand Prix of The Americas – Austin Texas?
Yes, Red Bull Grand Prix of The Americas - Austin Texas will be included into the game
Will it be released in USA and Canada?
We’re evaluating the chance to bring the game in USA and Canada. Further details will be announced soon.
MotoGP™13 Demo: Valentino Rossi. Marc Márquez. Gran Premi Aperol de Catalunya. Quick Race. 3 Laps. This is our special recipe for MotoGP™13 Demo. Once downloaded, you can select between Rossi or Marquez and ride for 3 laps in Catalunya. Plus, all the options will be available. (the demo will be out early June)
Hi Guys, we've carefully listened your request about DEMO PC. So we produly announce that it will be available on 12th June 2013!
Hi Guy's, just a quick explanation. We're working on a free DLC that will integrate all riders into the game (Moto2 and Moto3). We're doing our best to make it available on 21st June 2013.
sico escribió:Demo jugada, y por lo menos para mi, una decepcion, y creo que la version final ira por el mismo camino, no van a cambiar en el poco tiempo que le queda, para mi, graficos mediocres (comparalo con el grid 2... o con cualquier juego de coches de incluso hace unos años) y de jugabilidad la verdad es que no me a convencido, me ha parecido demasiado arcade y muy simplon.
Como todo, es mi opinión, entiendo que haya gente que le pueda gustar, pero por lo menos para mi me esperaba mas, y una pequeña "revolución" en los juegos de motos.
Edito. Por no contar las innumerables animacioens de que salta de la moto, o la ultima que me ha hecho, salir de la moto poner las dos piernas en un lateral y luego volver a sentarse sin poder controlar la moto durante unos dos segundos.... en la vida real ya me gustaria ver eso...
Dume escribió:Desde GP500 que no sale un juego de motos como Dios manda...y la cosa es ya muy grave teniendo en cuenta los tiempos que corren y lo que se ha avanzado en programacion y hardware...
Vamos, una lastima que nadie se digne ha hacer un producto de este tipo que merezca realmente la pena...
SashaX escribió:Descargando, gracias
Espero que tenga opción para ponerlo a 1600p ¬¬
Dume escribió:Miraos esto:
http://www.gp-bikes.com/?page=about§ion=overview
Hay demo...
A ver si aprenden los "profesionales del sector"...
Sheenmue escribió:sico escribió:Demo jugada, y por lo menos para mi, una decepcion, y creo que la version final ira por el mismo camino, no van a cambiar en el poco tiempo que le queda, para mi, graficos mediocres (comparalo con el grid 2... o con cualquier juego de coches de incluso hace unos años) y de jugabilidad la verdad es que no me a convencido, me ha parecido demasiado arcade y muy simplon.
Como todo, es mi opinión, entiendo que haya gente que le pueda gustar, pero por lo menos para mi me esperaba mas, y una pequeña "revolución" en los juegos de motos.
Edito. Por no contar las innumerables animacioens de que salta de la moto, o la ultima que me ha hecho, salir de la moto poner las dos piernas en un lateral y luego volver a sentarse sin poder controlar la moto durante unos dos segundos.... en la vida real ya me gustaria ver eso...
Lo de saltar de la moto y luego volver a sentarse lo hizo Okada hace años y creo que ha habido algún otro piloto más, aunque vamos, son cosas que pasan una vez en la vida.
Lo de que sea arcade, ¿tú lo has puesto con físicas pro, sin ayudas y quitando el control de tracción? A ver si acaba de descargarse la demo, porque esta vez prometía bastante el nivel de simulación.