If you ever played Papyrus’ seminal Grand Prix Legends then you’ve read his name. Rich began working as a tester on NASCAR Racing (1994) and was with Papyrus at the end. In this interview, published in 2022, we discuss his time at the legendary studio and the design of Grand Prix Legends, including initial feelings of hurt at not being asked to join iRacing.
As a direct ancestor of iRacing, the ‘Grand Prix Legends engine’ had multiple stock car racing false starts, before eventually releasing as NASCAR Racing 4. The original NASCAR 3, cancelled and replaced by one that used NASCAR 2’s engine, is barely remembered.
A few months back the prolific modder of the Codemasters F1 franchise, Gecki, announced that after the release of their 1998-2007 career mod for F1 2020 they would be moving on to develop their own game using Unreal. Yesterday, that mod release happened, and was quickly followed by a tweet confirming Formula Circus.
Formula Circus will be a standalone game (not a mod) using the Unreal Engine, allowing players to compete across multiple seasons of Grand Prix racing with an intricately planned off track environment simulating the politics of the paddock just as deeply as the on track racing. There are a couple of really interesting videos on YouTube showcasing the design, and I would really recommend watching the one embedded below.
The game’s Twitter is quite an essential follow. You can see a paddock model walkthrough, a first implementation of in-engine physics and a decent array of renders, menus, and more. The images below show off a car model, a car model with break points and a representation of how those break points will work in the event of a crash.
You can currently support development (and get access to their mods) on Patreon.
Introduction video:
View this video on YouTube: https://youtu.be/zVUwiiU8MSI and please consider subscribing to RSC’s main channel.
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