Video game development is rarely about one man, but if it was, then Terence Groening should certainly get a mention for his contributions to the genre as the man responsible for the physics of Sportscar GT, EA’s PC F1 and NASCAR games of the early 2000’s, rFactor, rFactor 2 and every title and rFpro simulator that spawned from ISI’s engine.
This interview with RSC details his early life and career, through to him joining iRacing in 2021.
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.
Papyrus is gearing up to release its first effort in the off-road racing arena. It’s called S.O.D.A., named after the Short-course Off-road Driver’s Association.
Unlike Accolade’s Test Drive: Off-Road, S.O.D.A. is a checkpoint-based mudslinger that will support head-to-head modem games and six-player IPX and TCP/IP contests. The game will also include support for force-feedback joysticks and ThrustMaster’s upcoming force-feedback steering wheel (when it ships, that is).
Steering, suspension, and horsepower will be adjustable in all three of the available vehicles: a 150-horsepower buggy; a two-wheel-drive, 800-horsepower truck; and a four-wheel-drive, 800-horsepower truck. Six tracks will be included in the final rev along with a track editor that can store up to 32 tracks at once.
S.O.D.A. is being developed for Papyrus by a two-person, Westborough, Massachusetts, team known as Software Allies. At this time it is not yet confirmed whether S.O.D.A. will support Rendition or 3DFX-based accelerator cards this summer.
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