![carmageddon reincarnation credits carmageddon reincarnation credits](https://screenshots.gamerinfo.net/carmageddon/70549.jpg)
So company money was spent on getting together a sizeable collection of cool toy cars, which then fed into the decisions made on what sort of cars got adapted and modelled for the game. Which are great things to hold, and pore over, and push around the office carpets going “brmm BRMMM!!” and smashing into each other.
![carmageddon reincarnation credits carmageddon reincarnation credits](http://cdn.akamai.steamstatic.com/steam/apps/249380/ss_5d3b5e204c39884eb01d26c035284e03fe2c6fa0.1920x1080.jpg)
Because this chemists also (bizarrely) sold die-cast scale model cars – the Burago 1:18 scale jobs. In those pre-internet days we had to find ways to gather our references, and a lot of the automotive inspiration came from a local chemists shop (no, not from some kind of under-the-counter “powders” they sold – stop sniggering at the back there, McDermott S.). One of the very best tasks when we worked on the original game was obviously that of designing the cars. So, what I’m going to do instead is talk about something else that we’re obviously beavering away on – the CARS! More specifically, the all-new cars! It’ll be great – soon – but for the moment, it has to stay under wraps.
#Carmageddon reincarnation credits code#
The code needs some further tweaks, and then the cars that have been made so far need to be properly set up to utilise it.
![carmageddon reincarnation credits carmageddon reincarnation credits](https://i.ytimg.com/vi/o8ciVxYaozw/maxresdefault.jpg)
And the current state of Patrick’s code is “well advanced” – we know everyone is going to be blown away when it’s revealed as we’ve been blown away by the results we’re seeing from it in its current state. Obviously, this is something that EVERYONE wants to see, as it’s absolutely core to the Carma experience. We have a LOT of great work that’s on-going, but if I was to take screenshots to illustrate it in a blog, we’d be inundated with unfavourable feedback due to the lack of visual polish! One very significant case in point here is the tech I was planning to discuss in this blog: the Car Crushing. At the moment, we’re right in the midst of one of those phases. The second part of my apology concerns something endemic to the process of game dev – that of the phases in the process where there’s a lack of visible progress. But I know how you all crave information about development progress, so once again I have to say sorry for the gaps between updates and blogs. The problem we constantly find here at Carma Towers is that we’re all always working on the game, and it’s rare that we really have time to sit back and write about it. I might as well have a standard Apology Notice that’s attached to the beginning of every one of our blogs… Altro concept di una delle macchine nuove che verranno introdotte :