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Firemint Real Racing Followup Questions (no April release)

03-19-2009, 01:57 PM
Administrator [Original Poster]
Joined: Apr 2008
Posts: 2,438
Firemint Real Racing Followup Questions (no April release)

This is for readers to ask followup questions to our Firemint interview.


Alex and Rob of Firemint are about to hop on a plane from Australia to San Francisco so will not be able to answer questions immediately. They have promised they will check in this weekend to provide answers. So, in the meanwhile, feel free to ask any additional questions about their upcoming title: Real Racing.

03-19-2009, 02:37 PM
Joined: Feb 1983
Location: Barcelona
Posts: 1,268,988
I want to know more about the Cloudcell API's. The Real Racing trailer without a doubt knocked my socks off, but the potential for Cloudcell technology in future games is absolutely amazing to me. Is Cloudcell going to be open source, able to be licensed by other developers, or exclusive to Firemint?

Can you tell us any more about what it's capable of, and your future plans for the service/API? One of my favorite thing about the game Skate was the ability to share replays. I have no doubt this functionality in Real Racing is going to be unbelievably popular.

I honestly didn't think half the things you guys have shown in the Real Racing trailer were even possible with iPhone the hardware and SDK.

03-19-2009, 02:38 PM
Joined: Sep 2008
Location: Earth
Posts: 5,252
Hey Guys looking great but I have a few questions,

  1. In previous videos we saw awesome graphics. Although they still look good, what happened? They look downgraded......
  2. Will you be able to customize your car somehow? Like colors, parts, wheels, etc?
  3. How will drifting be? Fastlane has overdone it and other racers don't have any drift at all. Will there be special courses for drifting?
  4. Speaking of special course for drifting. Will there be anything like in NFS (drag, drift, etc)?
  5. Any sort of lite version planned?
  6. And one last thing. Could you post a list of all the songs in Real Racing somewhere here or in your site? I'm loving them!

Thanks!! Can't wait.


Cloudcell, Plus+, Baseball Slugger, TTR: dannys95

Last edited by dannys95; 03-19-2009 at 03:43 PM.
03-19-2009, 02:39 PM
Both of the above users bring up good questions, i second both of them

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03-19-2009, 02:39 PM
Joined: Sep 2008
Posts: 537
Great interview. The game looks really good.

Many of today's racing games have a focus on, or element of, drifting. Will Real Racing have drifting in it? Will drifting be an essential element of the gameplay?

Edit: Danny beat me to the question about drifting.
03-19-2009, 02:57 PM
Joined: Jan 2009
Posts: 467
Another question:

Q: You say about integrating the online aspect with Facebook and Twitter, and not building your own system for doing it, how is this going to work because not everyone has or is willing to set up a Twitter or Facebook account to play one game online.

BTW, my guess about the downgraded graphics is that the tech demos were running on a pc but using the iPhone display and controls. But now they've had to reduce the graphics because the iPhone can't handle it, there were still some points in the video with quite poor FPS.
03-19-2009, 03:14 PM
Joined: Jan 2009
Posts: 1,553
I'd like to hear more about this youtube replay feature thing, will it allow a whole 5 lap race to be uploaded or only small segments? etc.

3D modelling, design and sequential artist / GameCenter ID: Diab
03-19-2009, 03:34 PM
Joined: Feb 2009
Posts: 6,900
Which type of handling is it: arcadey or simlike?
03-19-2009, 03:50 PM
Joined: Nov 2008
Location: San Francisco, CA
Posts: 1,841
As above.

Also, any plans to integrate interactive weather effects, eg, rain than affects road traction?

"Dream as though you will live forever; live as though you would die today."
03-19-2009, 03:53 PM
Joined: Sep 2008
Location: The 3rd Rock from the Sun
Posts: 994
Seems like this is going for the "sim" racing experience (which has been missing from app store thus far). As such i feel the physics engine will need to be great to achieve that.

1. What sort of effects are included in the physics model? Will things like tyre grip, aerodynamics, centrifugal affects, downforce, drag, fuel - weight etc be modeled accurately?
2. Is there car damage?
3. Will there be fuel consumption/pit stops?
4. Will other AI cars make mistakes or try and take you out?
5. Can we play music from ipod, with SFX?
6. Future of real racing - OS 3.0 - DLC, multiplayer improvements - will 3.0 affect the future direction of the game? If so, how?
7. Are the cars and tracks unique or based on real life versions?
8. Will each car have a different cockpit?
9. Will each car have different properties?
10. Will the game feature car mods - unlock better tyres, turbos, brakes etc?

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