1. Will it be possible to assemble an engine from scratch like in MSC?
In OHV there will never be such hardcore mechanisms as in MSC. For some it will be pros, for others cons. MSC is a unique production that started a new genre of games and I do not want to copy it 1:1.
2. Will there be farming in the game?
No, the game does not feature farming at this time, nor will it in the final release..
3. How big is the map in square kilometers
It's hard to say in square kilometers, because I haven't checked. The map is not oval, you can't make circles on it, it's only rectangular. In a straight line between the furthest points it's 7 km
4. Will there be multiplayer?
I once thought about it in the naive fantasy of a novice developer. Life verified the plans. Unfortunately, the systems that are currently in the game are not possible to implement in multiplayer without rewriting the game from scratch. Multiplayer will not appear in the final version of the game.
5. Will you be able to tighten screws in the game?
Ye. The general idea is: SAM for casual fun, parts do not wear out, there are no screws. In OHV you can, and even should, screw in a few screws, parts wear out. The number of screws and parts in OHV will be increased in the final version. Full engine dissasembly will not be available in final game.
5. How long is the current version of the game?
Based on playtesters' feedback from their first playthrough without any outside help: from start of the game to first power up of the OHV: 3-6 hours, getting the body kit and painting it: 10-16 hours. Playtesters did basic activities related to delivering coal and collecting scrap. Playtesters did not build a complete SAM vehicle or complete races, build muscle in the gym or cook food.
6. How to get your music into the game?
After starting a new game, a folder structure will be created.
Music in mp3 format and stickers in png format (squares, 256x256, 512x512) can be thrown into "appData/LocalLow/PrzemyslawHadala/OHV/Mods"
7. Does the game contain survival elements?
As in point 1, the game will not be hardcore in this regard.
The only requirement at the moment is sleep, if we do not want to build muscle (or fat) we do not have to eat. There is also a cosmetic dirt system.
I had to turn off the power consumption system due to the lack of time to test and balance it, but you will see a power meter in the basement.
The final version will also include: hunger system, fuel consumption,
9. Will there be new vehicles in the game?
As for the vehicles that the player will be able to drive, there will be one more vehicle in the final version. There will be no two-wheelers.
10. NPC vehicles, will they be different, will they have an interior?
There will be additional NPC vehicles in the final version. NPC vehicles will never have an interior or driver avatar.
11. Are there Steam achievements in the game?
At the moment there is no such thing, given the choice to implement it quickly now or do it properly in the future, I chose the latter option.
12.Are there any rules about building a SAM? e.g. does it have to have 4 wheels etc?
This is exactly the rule in the game, SAM must have 4 wheels. If the SAM system catches on, I will consider other versions (front engine, 3 wheels). But the number of wheels will always be predefined. There will also be elements to weld, such as a radio module, lamps.
11. Steering wheel support
The game has a steering wheel configurator. The game was tested by playtesters on THRUSTMASTER T150 and Logitech G29, both worked. There are still minor problems with the shifter, the fourth does not work, so you can't use the shifter now.
11. Act 1? Will there be more?
Yes, the full game will include a full story(Act 2 and Act 3).
11. Was there any downgrade in graphics? In the last video the game was very pixelated, last year's night work video looked better
YT compression + "aging" graphic filters in the game. You can disable them at any time. Additionally, I accidentally disabled the global checkbox for dynamic shadows, so the game could look "flat". At night, without filters, the game looks the same as it did a year ago
11. Requirements
The weakest configuration that playtester had was: i7-8650U, GTX 1050 2GB, 16GB ram. One person is currently playing on: i5-3470, GT 1030 2GB, 16GB ram. They are able to play at 30 frames, but they haven't reached the stage of getting OHV yet, so I don't know how the game will behave when there is a paint job for the main vehicle.
Major bugs you may encounter:
For some playtesters, after an hour or two, the game stopped detecting raycasts and collisions of some objects. For example, you couldn't tighten screws, paint vehicles, or the trigger for returning scrap metal didn't detect collisions. The cure for this was to save the game and restart it. Everything points to some problems with the physics engine due to the size of the game map. This is a complex problem, I'm trying to find its exact cause.
One of the playtesters has problems with reflections in mirrors on a low-end graphics card (GT 1030). The bathroom mirror is black. Since the problem is hardware related, I will have to physically get my hands on the card to debug this.
You can push vehicles while crouching. Crouching on vehicle may result with catapult and death.
The water shader broke in the build. In the editor, the water displays correctly, after compiling the game, the water is a gray patch. I'm investigating the problem, it's complicated because it only occurs in the build, never in the editor.
Sometimes bird poop causes damage that is impossible to remove, I am working on fixing that.
The pipes you can buy in the scrapyard are not initially available for welding. You either have to cut them with a vise or save and load the game after buying them. I forgot to attach a script to these ready-made pipes in the scrapyard.
I also forgot to remove the temporary loop from the bazaar, so it will be playing there all day and night.
In general, you will probably come across other temporary assets in the game that I forgot about.
Since I was fixing until the last hour I didn't have time to add credits either, tomorrow I'll upload a list of people who granted dubbing licenses and music licenses as updates on Steam. Next week I'll upload credits to the game menu.
Bug reports: I'll add dedicated discussions for bug reports in Steam forum with links to discord to dedicated bug report section. Right now game may contains missing or empty translations popups, I'll add dedicated thread to report them.
