But what’s more fun than smashing cars off static objects? As SARPBC’s Crash Course mode was to demonstrate, smashing cars off other cars and spoiling people’s days.
Rocket league multiplayer driver#
Onslaught went down a treat, so rather than change tack, Psyonix opted to apply their vehicular expertise to a then unnamed racing game that pitted driver against obstacle, tacking on a rocket boosters as a means to control speed. SARPBC has its roots in Unreal Tournament 2004’s Onslaught mode, for which Psyonix founder David Hagewood was drafted to prototype vehicle physics. Seven years and five million Rocket League downloads later, it looks like they caught it. It was difficult and the game had a low probability of ever releasing, but in the end it was probably for the better because we got to make the game we wanted to without having to cater to outside interests.” "We would do work-for-hire jobs to pay the bills while working on Rocket League in our free time and between contracts. That's why Rocket League, like its predecessor, is completely self-funded," says Cone. “There wasn't an inkling of interest coming from anybody. The lead gameplay programmer has agreed to talk about the making of Rocket League - its physics, its multiplayer, its tremendous success - but the difficulties start before the coding began, with the 2008 release of predecessor SARBC and its middling reviews and sales.
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“Supersonic Acrobatic Rocket-Powered Battle-Cars was a moderate success but the phrases ‘niche genre’ and ‘cult classic’ don't exactly whet the appetites of people wanting to make money,” Jared Cone tells me.