In the last couple of years, there has been a lot of interest in the JavaScript community for a language called TypeScript. This language allows developers who know JavaScript to enhance the language by adding features, such as type checking, static types, and more.

The developers of a new game called “The Realm of Rune” are looking for a few words about the game to promote it. The Realm of Rune is a new MMORPG that blends elements of real world history with fantasy and mythology. The game plays into the hearts of many gamers by offering an in-depth story and lore, but at the same time keeps players coming back by offering an exciting and innovative combat system.

The article is about how a startup app called “IndieFeed” is being developed, and “Quietly, without a lot of attention, but with a considerable amount of passion, a small team from the Ukraine has launched the IndieFeed app, a new app that has gained a tremendous amount of popularity in the last few months.

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Robby is obsessed with video games. When he isn’t playing them, he is either talking about them on social media or persuading others to take up a controller. He’s on the internet so often that he could almost… Continue reading

  • We spoke with the creator of Vroom! Obstacle Racing to learn more about this exciting new game.
  • Adam Bernath, the game’s only developer, worked on it for two months, putting in 10-12 hours each day.
  • Only Unreal Engine 5 allowed for the amazing graphics of this vehicle combat royale.

Exclusive-interview-with-the-developers

Someone dropped a YouTube video for a new forthcoming game when I was reading news postings in our podcast Discord, and it instantly grabbed my attention. Is this a real game? I said to myself, “There’s no way it can look this beautiful!”

To get to the bottom of this and see how amazing the game truly is, I decided to delve a bit further and do an exclusive interview with the creators.

I talked with Adam Bernath, the solo-dev who created this piece of art in just two months, in this interview. But first, let us show you how the game works so you can see what all the buzz is about.

 

After seeing this, there’s a good chance your inner child wants to come out and play. That is undoubtedly the impact it has had on almost everyone who has watched the VROOM! unveiling trailer, which is why we’re interviewing the developer behind it today.

A bit more about Adam, the programmer

  • Is this your first time playing? Your website seems to place a greater emphasis on design and other services.

I’ve previously created a few interactive applications in Unreal Engine, but this is my first game. I’m a designer by trade, but over the last 10-15 years, I’ve picked up a variety of artistic and non-creative talents online, including video animation, 3D illustration, and front-end programming.

  • You created this in just two months, according to what I’ve heard. How many hours each day did you spend on average?

Yes, after seeing that the Unreal Engine 5 early access was available, I began to design the game. For those two months, I believe I worked on the game for an average of 10-12 hours each day, pretty much every day.

  • Are you seeking to grow your team or do you prefer to work alone?

I’m capable of a lot, but I don’t want to complete the game by myself. For the last 3-4 years, I’ve been working alone, and I’ve had enough. I’d want to assemble a team that can assist me in completing the game. But I’m just a regular person with a crazy work ethic, so I have no plans to alter much.

The unthinkable has become feasible thanks to Unreal Engine 5.

1629290582_835_Exclusive-interview-with-the-developers

  • It was nearly hard to believe I was seeing a game in motion due to the lifelike visuals. Is it something that has always been a priority to make the game as realistic as possible?

Yes, my main aim was to make the game as realistic as possible given current technology. After watching the Unreal Engine 5 presentation* on the Playstation 5, I decided that now was the perfect moment for me to start working on games. With the processing capacity of the new consoles, and particularly with the technology that UE5 will bring to the industry, many previously existent technical hurdles have vanished.

*For those who haven’t seen it yet, here’s a link to the presentation:

 

  • Is it conceivable that this would not have been achieved without Unreal Engine 5?

I don’t have much experience with other engines, so I can’t really comment on them, but the Unreal Engine team’s work is really remarkable!

  • Is everything in your trailer based on real-world gameplay? Is there anything pre-rendered? What sort of dark enchantment is this?

Actual gameplay is seen in the video. From a technological standpoint, it is now very much feasible – but only in UE5. With Nanite enabled, the quantity of geometry that a game in UE5 may have is almost infinite – it’s probably black magic that they put into the new engine.

This also works with unique geometry, which means that the models may be anything and each distinct, regardless of whether there are 1 million of the same or 1 million different 3D models – all without affecting performance!

 

  • You claim that it will be a multiplayer game with more than 60 people online. How tough is it to do this with shared real-time physics for all players?

The game’s physics engine uses the new Chaos physics created by the Unreal team for Fortnite. It’s mostly designed for online play, but I still need to put it through its paces in a real-world setting and see how hundreds of flying toys impact network speed. Fortunately, it is not a gaming element that is heavily reliant on it; rather, it is an optional feature that may be restricted as much as necessary to ensure seamless network connection.

Only next-generation systems are supported.

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  • You’re planning to release the game by the end of 2022 on PC, PS5 & Xbox Series X|S. Would the game be too demanding to run on previous generation platforms?

Vroom! will be a true next-gen title, requiring the next consoles’ hardware in order to play. Only the latest console generation supports the underlying technology that enables for hundreds of different extremely high polygon objects to be used in a single level. I’d love to be able to release it on PS4, Xbox One, and Nintendo Switch, but it’s just not feasible.

I haven’t had a chance to play Vroom! on the new consoles yet, but there was a demo Epic gave away with UE5 that was said to be optimized for PS5 and new Xbox Series X to run at 4k 60fps – that project was producing around 20-30fps on my PC, Vroom runs at 60, so it’ll be insanely smooth on the new consoles.

  • This has been dubbed Fall Guys + Toy Cars by some (including myself). Is the popularity of Fall Guys a driving force behind the decision to make this an obstacle course game rather than a conventional racer?

Fall Guys is one of my favorite movies, and I can’t deny that it inspired me. On the other hand, I wanted to make a game that has its own personality, follows current gaming trends, is streamer-friendly, and that I would want to play with my friends. I like racing games, but I was more interested in developing something that would add a new level of difficulty to them.

What about your marketing strategies?

1629290584_632_Exclusive-interview-with-the-developers

Fall Guy’s smart marketing approach, which prioritized Discord and Twitter, has been a key factor in the company’s success. When I tweeted about the clip, it received a lot of attention in a short period of time, which made me question about the developer’s marketing strategy.

  • Are you searching for a Publisher right now? Aside from financing and promotion, what sort of assistance would you most want to get from them?

I’m presently seeking grants and money to help guarantee the game’s future, but I’m also interested in speaking with publishers that can assist with both finance and publication. The most essential thing right now is that the game’s development can proceed as quickly as possible. We’ll shortly set up a Twitter account for the game*.

*UPDATE: They’ve just done it. Go ahead and follow them on Twitter.

  • Are you planning on making this a paid game? Is the emphasis on unlocking cosmetics or buying seasonal content going to be the main focus? 

Pricing has yet to be determined. After the game is out, I intend to add additional game types as well as seasonal advancement and prizes.


We appreciate Adam taking time out of his busy schedule to speak with us about Vroom! Obstacle Racing and will be following the project closely in the future.

If the game becomes wildly successful, we hope he remembers us as one of the first people to interview him and sends us a review copy. We can’t wait to discuss the game in more depth here!

Join their discord for all the latest updates till then!

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A short while ago, we announced the partnership between well-known technology company Galaksija and leading ERP software company Phobos Software. You may be wondering, what is this company Phobos Software? This is the company that created the ERP software used by a number of major companies in Greece, among them Galaksija. (It was also used by the Greek government, among others).. Read more about how to interview someone and let us know what you think.

This article broadly covered the following related topics:

  • twilio
  • jeff lawson
  • mckinsey media and entertainment
  • john wolthuis
  • automate text infusionsoft
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