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CoreBreach is THE brand-new futuristic "anti-gravity" racing game with combat-based gameplay. ** PLEASE CHECK THE SYSTEM REQUIREMENTS AND TRY THE DEMO PRIOR TO PURCHASE ** * 6 exciting anti-gravity racing ships from easily maneuverable to rigid but ultra-fast * 6 beautiful, detailed and futuristic race tracks of varying difficulty * 6 different combat weapons incl. the deadly „Zeus Plasma Cannon“ * career mode with enthralling story-line * upgrade ships and weapons with your trophy money * unlock bonus tracks by accomplishing special objectives * split-screen multiplayer and online highscores * time-attack mode for endless challenge * support for steering wheels and gamepads * enjoy DRM-free gaming without intrusive protection measures ** SYSTEM REQUIREMENTS ** * 1GB HD, 512MB RAM & 1024x768 Display * ATI Radeon HD 2400 or higher * NVIDIA GeForce 7300 or higher ("Optimus" NOT SUPPORTED on Linux) * INTEL HD Graphics 3000 or higher (NOT SUPPORTED on Linux)

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feedback (Games : CoreBreach : Forum : General Discussion : feedback) Locked
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1ko
1ko
Jan 11 2012 Anchor

That's a long time dream for me to retrieve the sensations Wipeout gave me when it was released on the Playstation. Judging by the weapons found in Corebreach, this game is clearly inspired by Wipeout 2097.
So I was happy to try the demo. I must say I'm a bit disapointed but the game can easily evolve to become really great.

First I feel the keyboard maneuverability could improve. I think it turn too strong too fast, the command should be a bit progressive. Like when you hit the left key, the steering level is linear during the first milliseconds. So if you hit quickly the left turn you can be very precise to correct the trajectory, but if you hold it, you turn at full rate.

Air-brakes in Wipeout where really useful too, but I admit that it must be difficult to use with a keyboard, anyway such a game must be way better to play with a gamepad.

It's also really sad to not have jumps in the tracks. Again, in Wipeout you could hit up and down to correct your trajectory while flying.

The textures on the floor needs to increase in resolution. And the tracks could be cooler if they get wider and/or narrower in some places.

Also, I'm using 2 screens with Nvidia twinview, and the game only give me the virtual resolution of the 2 displays to choose, it could be useful to also have a bunch of "standard" resolutions available.

Keep up the good work, it's really nice to see a good looking racing game in Linux.

Edited by: 1ko

Jan 19 2012 Anchor

hey there

thanks a lot for your feedback and the encouragment!

steering:
since this seems to be the most common complaint with the game i will open a new thread about this to gather some idea what should be changed to make everyone happy. it would be great if you could contribute there.

air-brakes:
air-brakes were left out consciously to make the game more approachable to beginners and playable on a keyboard. but i guess this also belongs to the larger "steering" issue for which a new thread will be opened.

jumps:
yes, jumps would be cool ;) actually the game should have been done a year ago, and the idea to do cool things like jumps (or loopings) for a successor game a few months later ...

textures:
make sure the texture quality is set to high ... be aware that this is automatically lowered if you have less than 180 MB VRAM free.

track-width:
the tracks vary in width with wider and narrower segments and there are also steep turns. just not in the racetrack included with the demo. have a look at the last track "terminal velocity".

standard-resolutions:
this really is LibSDL's fault for not reporting all supported resolutions properly - but i guess we need a workaround for it. for the time being you can try editing the config file by hand (~/.config/CoreBreach/.GNUstepDefaults.plist)

bye, julian

Jan 27 2012 Anchor

Thanks for the last update. Thanks to the OpenGL, the game is now works with IOS. Do you have future plans for Android, PlayStation 3 and PlayStation Portable? Both platforms use OpenGL and have market/store system for online distribution. One last question; what about to add online multiplayer support?

Feb 1 2012 Anchor

>Do you have future plans for Android, PlayStation 3 and PlayStation Portable?

thats more or less impossible since the game is written in Objective-C, which is not supported on these platforms.

> what about to add online multiplayer support?

of course we'd like to add this, but unless the game returns a portion of its development cost there is no way to finance large additional features. online multiplayer is quite a complicated feature, especially on non-iOS platforms where you have to write a matchmaking/lobby server too.

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