Hello!
First of all, thanks to everybody for the many ideas, suggestions, bug reports, remarks, comments and other feedback we received. We really appreciate the support. Over the last week, however, there have been a lot of questions boiling down to "Can you add this and that to Top Speed?" or "I expected Top Speed to do such and so, why doesn't it do it?" That is why we thought it would be a good idea to explain why not all cool features have been included, and why not all cool features will be included in a future release.
One main reason for us to reject many requests for enhancements to the multi-player mode is the fact that Top Speed was originally built for DirectX 8.0. It uses DirectPlay, which used to be a rather nice library for creating multi-player games. However, right now, many years after Top Speed was first released, it has become obsolete. And while DirectSound and DirectInput are easily updated to version 9.0, DirectPlay is not as easy to replace. Furthermore, we (the developers) don't have a thorough knowledge of DirectPlay, meaning that we'd have to spend quite some time reading documentation if we wanted to implement a "big" new feature. And there's little point in doing so, knowing that DirectPlay has been deprecated long ago. This is the most important reason for not adding support for custom vehicles in multi-player mode. DirectPlay is simply not the best solution for sending relatively large amounts of data. And with the technology deprecated, nobody knows how long it will still be around anyway. But even if we would add custom vehicles to the multi-player mode there are other problems. People using Windows Vista or newer will probably know that Top Speed doesn't sound the way it used to (which, by the way, is why we added the option to disable 3D sound). But you'll run into problems on older versions of Windows too. In fact, especially on older versions of Windows there's a fair chance of your vehicle's engine sound clipping, distorting, or otherwise sounding unrealistic. DirectSound as it is used in Top Speed is far from perfect. And again, this library has been deprecated already. We could rewrite parts of the game to use, for example, Winsock and XAudio2, but that would mean quite a lot of work, and sooner or later other parts of the code are sure to become a problem.
Top Speed is programmed in unmanaged C++, using MFC. The original game was written using Visual C++ v6.0, and got converted to newer versions of this environment after Top Speed 2 was released. However, inspite of all our work, the fact remains that it isn't as easy, especially for a blind person, to quickly add GUI elements or other new features in a few clicks (like you could do in VB, VB.NET, managed C++, Python or C#). Mind you, it is perfectly well possible to, for example, enhance the ConfigTool to show a drop-down list of recently used servers, but the process of changing the interface to allow this isn't optimal for blind programmers. This wasn't so much of a problem when Top Speed was still developed by its creator, Davy Loots. The same goes for integrating libraries to add more features to the game. It can all be done, and C++ is a wonderful language to do it in, but the way in which Top Speed has been designed often has us running into unforeseen extra work. To put it shortly, each new feature takes up a good bit of time. We obviously enjoy working on Top Speed (it's a hobby, not a job), but as you may have guessed, we are a bit reluctant to spend a lot of time on exciting new features, only to find that Top Speed will no longer run on the upcoming Windows 8.
Keeping the above in mind, we are most likely to release one or two more versions of Top Speed that will add some new features and fix bugs. What's next is uncertain at this point. There is the idea of creating a racing game from scratch, using newer APIs and possibly a different programming language, that will be based on the most popular aspects of Top Speed. It will evidently take us at least a few months to build a new game with the same level of features and quality as Top Speed 3, and such a game will almost certainly be a paid game. And it may well take more than a few months, with us having to work on our studies and other (private) projects. That's why we hope to further stabilize Top Speed 3 first, so that you will at least have a good game to play when we shift our focus to something else.
I already briefly spoke about our "other duties". We've spent the last three years developing Top Speed whenever we had some spare time, sometimes taking a break for a while, but always coming back to the project. I also said Top Speed was (and always will be) a hobby, not a job. However, we recently decided to add a Doante-button to PlayingInTheDark.net. There are a few reasons for this, most of them not so special. One of them is to see if the community is willing to pay for a racing game like Top Speed. As I said, we'll probably be releasing any new racing game we create as shareware, simply because we'd earn some money if we'd spend our time on other projects that are waiting to be done. Often saying "Yes, I would love it if you would add this or that feature!" means that you'll indeed love it, but only for a week or so. We're trying to find out how many "hardcore gamers" there are out there who would seriously like another release of Top Speed, and who would buy the new racing game, if we ever decide to start working on such a project. As described above adding new things to Top Speed is not always as easy as we'd like, especially now that we have limited time to work on the game. Therefore, the amount of seriously interested people greatly determines the future of this game and any games that may be based on it.
So, to summarize, there are a few reasons why Top Speed may not be as extended as you'dh oped:
* The technology we use is outdated and makes further development uncertain.
* The fact that Top Speed's original code is relatively old means a lot of rewriting and changing to implement certain more advanced features. Think of custom vehicles in multi-player mode, combining multiple track ambience sounds, creating custom sounds in tracks and sharing them in multi-player mode, a more interactive ConfigTool, and so on.
* Because of us not having as much time to work on the project as we'd like, we're interested to see if people are willing to donate and/or buy a completely new racing game before we take further steps in the development process.
Putting the above concerns aside for a moment, we'd like to thank everybody who contributed to the game, if only by simply playing it. The responses we got to the release of version 3.0 definitely surpassed our hopes. Thank you!