Going Full-Time: 0.7.0 Launch and the Future of Fluffy’s Tools (Patreon)
Content
I have some huge news to share today!
Both about the upcoming 0.7.0 release and about the future of this project as a whole.
Over the past few months, I've put more effort into this project than I did at my day job...What started out as a hobby project (...trying to avoid ksEditor...) has evolved into an actual toolbox for creating Assetto Corsa tracks.
And so - with today's release of 0.7.0, I've made a huge decision!
But first - The Update!
Grab the New Updated Version Here: https://www.patreon.com/FluffysAltTabGarage/posts/download-fluffys-167193891/
For those who haven't read the full feature breakdown yet, v0.7.0 is the biggest update this tool has seen so far!
The toolset is officially split into two dedicated parts:
Fluffy's Track Exporter for Blender handles track construction, materials, surfaces, race objects, layouts, validation and KN5 export.
Fluffy's Track Editor for Assetto Corsa handles the CSP features that benefit from immediate, in-game feedback.
This simplifies both the export process and the track tuning process.
Read the full patch notes for everything that's new here: https://www.patreon.com/FluffysAltTabGarage/posts/assetto-corsa-0-166996791
Make sure to watch the release tutorial for the new workflow:
Going Full Time & Patreon Changes
Over the past few months, watching this project grow and seeing this community come alive has been incredible. Every single day, you share amazing suggestions, great ideas, and the awesome projects you're building with the tools and that connection is what keeps me motivated & going.
On top of all this, track making is truly my passion, and being able to build tools for a creator community like this is a dream come true.
That’s why I’ve decided to take the leap: I’m officially going full-time on this project!
Stepping away from a traditional job to do this full-time is definitely a bit scary (having no day job/day job income feels a little weird to say out loud! :P), but I couldn’t be more excited for what this will bring for this project.
Going full-time means I can dedicate 100% of my working hours to:
Faster development - bringing updates, fixes and new features on a more regular basis
Create in-depth tutorial videos and expanded guides to help you get the most out of the toolset.
New Utilities: Developing smaller, dedicated utility tools to streamline track building.
Grow the community on Discord & Youtube & Patreon
To make this sustainable long-term and to reflect how much the project and it's feature set has evolved since the early days - the Patreon tier is moving to $9 / month.
I completely understand that a price change won't work for everyone, but this shift allows me to treat this project with the dedication it deserves.
Even if you drop in for a month or two or stay long-term...Your support is what's making this possible and I'm forever thankful for that.
My hope is that enough of you stay on board so we can take these tools to a whole new level! And maybe..just maybe...support even more game titles in the future!
Here is how the tiers work moving forward:
FTE Member Tier
Full Access: Get access to all posts & tools & videos
Support the Development: Your support directly funds my living expenses and time for all of my tools & videos
The GOAT Tier
Full Access: Get access to all posts & tools & videos
Support the Development: Your support directly funds my living expenses and time for all of my tools & videos
Dedicated Support & Discord Channel access for GOAT members
This is the tier for people that want to show extra support- The price here changes only for new members! So exsiting GOATs get to keep their original price!
The Future
Since I will now have more time to fully dedicate to this project, I've set myself on this sort of "RoadMap"
Keep updating and evolving the blender addon with new features and extended support
Keep updating and evolving the in-game app with new features and extended support
Continue developing the dedicated Track Builder App
Add support for Assetto Corsa EVO - I've already made a lot of progress on this front but I'm unable to show much of it publically due to risking any sort of takedown from kunos - but let's just say I've played around with tracks in the sdk, reversed a few of the formats and have dipped my toes in exporting things- all of this will be public as soon as kunos makes their SDK public - but here's a few screenshots for now - just don't share this around too much please... let it stay in this community for now.
I also want to make asset packs for track building - first thing I want to try and make is some good high quality and optimized vegetation (2D & 3D)
To pair with asset packs - I have other useful track making utilities such as a scattering tool that I want to refine and release to you guys in the near future
More youtube & patreon video content - everything from new tutorials, techniques, tips, track reviews, community races/contests, showing how to modify imported tracks, showing how I make buildings for my tracks, showing good workflows etc. Just more content for people to learn track building and to also try to make some more entertaining youtube content
Create utlitiy tools to release to you - like this scatter tool:
A Huge Thank You <3
To the Patrons & the GOATs who are backing this project and made it possible for me to take this leap, and to the 2,000+ free members following the journey: take your first step and create the first track today!
Your support, feedback, and track projects are the entire reason this project has come this far.
0.7.0 is going live right now and I can’t wait to see the incredible tracks you build with it!
And as always, see you guys - on the track!
Fluffy