2nd AMA Response Compilation:
I've tried to consolidate where possible and something was answered in multiple areas - the stuff in square brackets are my own opinions and thoughts on various bits.
* Like idea of suicide bomber multiplayer mode with pads attached to bombs making runs for the cars. Get blown up you lose - but become a suicide bomber per and can try and take out another car.
* Drugs powerup is in game.
* They are improving the AI. It will be more aware of what the player is doing.. e.g. if player is actually racing (aka skiving apparently) should know this and act on this versus vehicle war.
* Endless survival model sounds an interesting idea.
* It's possible to make the team FPMSL [Note: yes I had to google this one too…. team must wear diapers with the humour of the games…]
* Will make the most of the technology available to "festoon the landscape with livers. And entrails. And beautifully rendered dismemberment" [Note: Sounds like persistent gore rather than bodies vanishing?]
* Nobby was a Rise of the Triad fan [Note: Shoutout to www.gog.com here.. they have ROTT for sale]
* Happy Wheels is liked by the team [Note: I had to google it….
http://www.totaljerkface.com/happy_wheels.php]
* In Carmageddon enemies cheated and teleported to where you were - the size of the maps made it less obvious [Note: This explains so much! I've gone racing from one side of the level to the other in C1 only recently after tabbing quickly to see the map and then suddenly wham there they are].
* Selecting opponents to fight/race possible for one-off events.
* Number of police will vary from "none to potentially… many" on any given race
* Not keen on ranged weapons - want to stay focused on vehicular combat where the vehicle *IS* the weapon.
* Armed/suicide-bomber pads are on there wish list if they get time.
* APO (armour, power, offence - how much you can take, how fast you can go/accelerate, how much damage you can dish for Carma newbies) should seem more balanced than C1 - have a Q&A department these days [Note: Does this mean in the days of C1/C2 there was no formal QA?]
* They'll probably try and rip off some classic vehicle design again without manufacturers noticing.
* Cheats of the originaltypealonglistofrudewords will be in.
* This is all their own in house code/engine rather than buying a third party one [Note: The engine is codenamed Beelzebub and the marketing blurb for it is here:
http://www.stainlessgames.com/corporate/go/33]
* Working headlights are feasible this time round because we now live in THE FUTURE.
* Peds on Hover Boards (following on from that future bit) sounds a likeable idea.
* The unbalanced/random power up scattering of the first games was due to super tight schedule. Nobby/team basically drove round the game in 'edit mode' and just hit keys to shat 'em out their arses…. [Note: There was an edit mode? Was this code stripped before ship or is it a super secret easter egg to get into it no-one stumbled across before?]
* Opponents will only be ejected from car through windscreen etc when wasted. Game is about car combat and they keep their focus on that.
* Spikes, blades, etc on cars will interact 'properly' with the soft things they encounter on the way.
* Other cars will activate power ups - not just you. In addition pads will activate power ups so solid granite pads, electro barstard per, etc
* Peds to be "VERY gibbable" - working on early WIP to show soon.
* Not enough time to make the driver models expression same as prat cam.
* Drivers in C2 were part of the model of the car (hence the weird bending of them on car deformation). In C:R drivers are separate form the car models.
* Not budgeted for a in-car camera view. [Note: In previous responses they indicated the mod tools could be used to make an in car camera positioning but they were not sure how playable it would be with the highly deformed vehicles as they get trashed]
* Finer points of race end behaviour etc yet to be worked out - working on getting a fully functional game framework first.
* Lots of ped mess in' power ups planned - e.g. tow ropes, launching them etc were examples in question.
* Coastal Carnage level is back complete with the loop.
* Spending the money on reacquiring the license not effected team in a financial sense…. except now they have one chair and one PC since they sold everything else to pay for the rights ;)
* Team really happy to get the rights back.
* Carmageddon was seen as a complete brand so they were never interested in a deal that would give them a new game (or their old code) alone - it was all or nothing.
* Sim has been eyeing the helmet for Die Anna [Note: She did a great job in the GOG announcement video….] - it seems strongly likely she could be Die Anna if we beg sufficiently.
* Nobby seems Carmageddon as the rest of his professional life in game development - so DLC, expansions, sequels, brand new games on this IP will be coming in future years.
* They still have some source code and GOG can look at it if they need it to help for compatibility.
* Plan to take a picture/video when kick-starter hits target… unless it happens when everyone home in bed. [Note: Nobby if you read this summary would be great if you could get the staff reaction on countdown 6th June too]
* Fan reaction has been fantastic - all the way from first launching www.carmageddon.com to the present through the kickstarter.
* It's great to see new fans discovering the campaign and reacting to it so excitedly.
* Studio can handle their multiple titles without one side affecting the other [Note: So Magic Fans you'll still get your Duels of the Planeswalkers on time… as a M:TG fan yay ;)]
* Every copy entitled to will each get beta access - so can go into beta with friends and family.
* They will add the PayPal pledges post kickstarter campaign to the stretch goal and will feedback the progress of that through the www.carmageddon.com site.
* Once they've ported their technology to Mac/Linux once then it's very likely that future titles from them will be on those platforms from that point forwards.
* The amount of time Nobby has spent on keeping people up to date on Kickstarter has been surprising. Done almost nothing but Kickstarter related work since the campaign began - but it's worth it.
* Big Head mode is in game.
* There was a big yellow thing in the KS video that may be Big Dump….
* Nobby's favourite power up is Opponent Repulsificator but Sim and Trifle's favourites are both the Pedestrian Repulsificator.
* Multiplayer will be a mix of old favourites and some new modes.
* The game settings will be tweak able for performance - too early to know what the recommended spec will be.
* The development process is "iterative development"… expecting some stuff they would have though of as DLC to be done by modding community anyway.
* Trying to get modding tools into a public release state as early as possible.
* They haven't started the multiplayer networking coding yet - our feedback is entering into the R&D and planning for it.
* The will have a mod manager called CarMODgeddon to deal with mod data in a smart way.
* Mod data will download to local machine in multiplayer so you will see the custom cars etc.
* Modding will be highly accessible due to scripting support.
* Still talking to GOG for the back catalogue of games.
* Split screen not in initial plans - will be looked at when consoles question decided much later on.
* Lots of physics tools to come in game.
* Shitting logos (like Counter Strike sprayed decals) on road great idea.
* Will be some new characters in game - not just old.
* They are trying to keep the reward matrix up to date:
http://www.carmageddon.com/sites/all/themes/carmageddon/images/kickstarter/matrix.jpg [Note: The fans have found some errors here guys! ;)]
* Batwick will be reprising the role of Vlad.
* Physics (such as Russel's Fans) will be fully exposed to modding community to play with.
* They have a big list of animals for the game - old and new.
* Art direction is the more mature look of the first rather than the flashier/comic palate of the second.
* Discussions for the preparation for the backer forums going on at the moment.
* The game design document if a living one - not static.
* The tendency is to prototype every idea to see if it works in game.
* Ideas are gather and discussed in meetings - Simista takes the notes down and incorporates to the design document.
* Censorship sucks but Nobby is confident they can stay on the right side of taste to avoid the censors.
* There will be variety of game modes.
* Nobby is fuelled by tea.
* They don't go for controversy for the sake of controversy.
* Model format for cars/tracks is undecided yet - plan on as universal a format as possible so people can all use their preferred 3d programs.
* Expected release price is unknown right now - but the kickstarters will be getting it at a discount compared to that.
* Expect to see Stainless Staff as peds! [Note: Hmm does this mean that Simista as Die Anna will be running over herself…. freaky…]