Playmaker Forum
PlayMaker News => Work In Progress... => Topic started by: Artoo on April 15, 2020, 09:52:17 AM
-
Hello, this is an early prototype of the racing game I´m working on, and the start of my feature video series. I moved this topic to the proper section :)
I´m working on a site for the game with more details on the features, but I´ll just copypaste some from the video description here;
Test Drive Eve Of Destruction/Driven To Destruction meets My Summer Car in this banger racing/destruction derby/life simulator/car building and thrashing game set up in 80´s UK.
THRASH RACER
This is my racing game project that I´m working on. You can buy used cars from a scrapyard and repair them to work enough for banger racing.
Then travel to the race track and hope it makes it through the race weekend, and either scrap what´s left or use it as parts donor for your next race car.
You can also do side jobs to earn extra money, like work a car crusher at the scrapyard.
Compete in championships for different types of vehicles, and extra side events during the race weekends.
Everything on the cars is destructible, frames bend, every part can fall off down to just a driver seat (which can also fall off), liquids leak and soak the road, mechanical parts wear and give up.
You are always in control of your character, can walk around, work on your car and under it, and climb aboard behind the steering wheel, operate buttons and seatbelts in 1st person (+ some extra outside camera modes when driving). If you happen to break or roll your car during a race, you need to crawl out and run behind the safety fence.
Also, try to avoid getting hit doing that because you are also destructible, and can end up hospitalized or dead.
Driving model is aimed at realism, with support for FFB racing wheels and H-shifters, but it´s also fully playable with a keyboard with some driving helpers.
This is an early prototype, I´ve been mostly working on the AI system and the racing itself so far, it´s missing things like any graphics at all and proper sounds.
The AI is driving amongst themselves here, this took some time to get working but I think it´s getting there. Also, their aggression has been turned down on this video, so they are not yet crashing on purpose :D
Here´s a picture of the AI "brain"
Jeez!
You can follow the progress of this game on Twitter too now;
https://twitter.com/ThrashRacerGame
-
Made the AI more aggressive (and the fsm more complex :o )
I use rayscans to detect the other cars, maybe there is a better system.
The AI now attemps to ram anyone it "sees" attemping to overtake :D
-
Many new updates!
I´ll list some here;
-Improved perfomance
-Physics overhaul to fix bugs with wheels and tire pressures
-Damper, spring and tire damage
-Accumulating metal fatigue to frame from smaller impacts
-Fixed steering, no more wobbling front wheels
-Solid axle and crude progressive leaf spring simulation
-Many updates for the AI
-Slightly new name
Most of these cannot be really seen here, but also a new video! Pls ignore the current "movie" tires that screech on dirt!
Oh and if you have one of these thingies, you can follow me on Twitter too now;
https://twitter.com/ThrashRacerGame
-
I thought my AI wasn´t racing very well, so I took a look into it.
Fixed some bugs and made new improvements, now it doensn´t panic as much anymore when being close to another car, that caused them to spread around the track before, now there can be some nice close racing in packs.
The AI also attemps to follow the optimal racing line in a corner, when it´s not blocked.
AI is driving in this video, about halfway through you can also see them trying to cope with more and more suspension damage from the hits.
The ground is a bit glitchy at times, need to fix those colliders.
I recorded this on a laptop, sorry for the rather poor fps and lag.
-
Looks great!
And nice AI driving FSM graph ;D
-
Looks great!
And nice AI driving FSM graph ;D
Yea it´s a nightmare
Probably could be done better, but at least it works ;D
-
I did some more fixing to the AI driving logics, now they do proper close contact bumper-to-bumper racing.
I had some bug in my system that caused them to freak out and change lane when another car was nearby :p
(https://pbs.twimg.com/media/Ek9CfwJWkAMhxJP?format=jpg&name=large)
-
(https://pbs.twimg.com/media/EmO9y_uXMAA9cEb?format=jpg&name=large)
Building a 1st person character movement system, now my person is about the size of a cat when proning, maybe need to make it a bit bigger.
Can fit under a car without even jacking it up tho.
Need to make a new video when the character controller is done ;D
-
Been reworking my script system to load on command, instead of everything loading in the game start as it was for my test version.
New 1st person character system is also being implemented.
Here´s also some driving around with a really weak frame.
-
I´ve been doing some experimentation on body on frame designs,
I´m attempting to make them behave differently from the unibody structures.
Lots of chassis flex and twisting for a softer ride, also behaves bit differently in crashes.
There are no springs or shocks installed on this car here, only flexing is from the frame :)
-
Experimenting some more on the body on frame chassis types, I attempted to simulate body mount bushings and what happens when they wear out to the point they break.
The body has some not-supposed-to-be-there movement and rotation on the frame for the play in the bushings, and starts slamming onto it on jumps. :)
The limits are set pretty extreme here so I could see what was happening.
Also, forgot that I set the tire pressures to 4 bars, made for a quite bouncy ride
Also, this :D
-
I built a ramp to test frame rigidity.
The chassis might be a bit loose. :)
(https://pbs.twimg.com/media/EweBrTLWQAAvQ1z?format=jpg&name=medium)
-
Some driving around with updated body on frame test chassis and new experimental collider system, now with some suspension too ;D
https://twitter.com/ThrashRacerGame
-
I did some experimenting how stretch limos with extra physical parts in the middle cope with the physics system, so far everything seems to be going smoothly! :>
-
Been doing some modelling again after a while, so the character can drive properly :)
(https://pbs.twimg.com/media/ExlF7xwXEAsWnPB?format=png&name=large)
-
Hi.
Nicely detailed!
-
Hi.
Nicely detailed!
Thanks!
I need to model a lot of extra things since the body panels can fall off,
been learning a lot of new stuff about how cars are contructed ;D
The body of the car is almost done, only needs inner panels for doors and some other stuff.
(https://pbs.twimg.com/media/EyJn93UXAAcZF-S?format=png&name=large)
-
Here´s a feature that I´m not sure will be modelled or made with textures,
depends on the perfomance cost.
Modelled tire tread that dynamically wears out, allows visual simulation of flat spots too, by altering y and z scale ;D
(https://pbs.twimg.com/media/Eye9-rOXEAEe5BS?format=jpg&name=large)
-
Hi.
probably best to try how much you can do with textures and bump map
-
This looks awesome, the physics are super well done.
How are you making the tire marks on the ground? Is this all with Playmaker or are you using some assets to help you?
-
Hi.
probably best to try how much you can do with textures and bump map
Thanks,
yea I figured, might need to resort to that.
This looks awesome, the physics are super well done.
How are you making the tire marks on the ground? Is this all with Playmaker or are you using some assets to help you?
Thanks!
The skidmark system came with the UnityCar package that I´m using as a base for the driving physics, I need to make a custom skidmark system tho, since it is very costly on resources.
It had skidsmoke before as well, but that didn´t work with newer Unity versions so I disabled it, need to create my own system for that too.
-
New FPS character control system in game!
So far you can walk around and jump and crawl (and fall over), next will be interaction with the cars and environments. :)
There is also automatic leaning forward when looking down to help with working over the engine, and on hard to reach parts.
Camera is a bit choppy since there is no smoothing on the movement yet.
-
I moved to Unity´s "new" input system, and figured out remapping controls, now supports racing wheel :>
https://twitter.com/ThrashRacerGame/status/1509853314241994757
-
Hi.
If your planning to release this game i would recommend getting the Rewired asset. for controls.
-
Hi.
If your planning to release this game i would recommend getting the Rewired asset. for controls.
I thought ReWired was for the old control system only? Has it been updated to work with the new system too?
-
Hi.
rewired might work on the old control system but it uses it for its own purposes.
I just checked the asset and the latest update was January 2022.
So it is still supported.
If you look to the reviews, look for the 3 start review from 'fokozuynen'
the publisher has replied and explained there that Rewired is primarily a native input system.
To start with it you might find it a bit intimidating, but it's very worth while to use rewired.
-
Hi.
rewired might work on the old control system but it uses it for its own purposes.
I just checked the asset and the latest update was January 2022.
So it is still supported.
If you look to the reviews, look for the 3 start review from 'fokozuynen'
the publisher has replied and explained there that Rewired is primarily a native input system.
To start with it you might find it a bit intimidating, but it's very worth while to use rewired.
The main reason I went for the new input system was that I could get racing wheel and pedal controls to work properly with UnityCar,
with the old input system in Unity pedal movement only registered from halfway down, since you couldn´t normalize their inputs.
With this new system I can do that myself, I don´t know if I have use for Rewired since I can do it with this too.
I believe Rewired has the same problem, my friend couldn´t fix the pedal issue with it.
-
Hi.
Hmm did he contact the author?
The author is very active and should be able solve.
As far as i know it supports a lot of racing wheels, flight sticks etc.
https://guavaman.com/projects/rewired/docs/SupportedControllers.html
-
Is there some lag from Playmaker fsms?
I´m using a custom fsm to detect input from devices and set those to control things on my car.
-
Hi.
If the playmaker window is visible during play mode in editor it can cause lag (i'm not sure if that is still the case on the latest PM)
if you do not use the custom fsm, is the lag gone?
if so then it's probably something inside that script that its causing it.
-
Hi.
If the playmaker window is visible during play mode in editor it can cause lag (i'm not sure if that is still the case on the latest PM)
if you do not use the custom fsm, is the lag gone?
if so then it's probably something inside that script that its causing it.
I mean input lag, is there some?
I´ve had some visual lag with large fsm´s, and if I activate them during gameplay.
I´ve made my scripts so that they don´t need to be deactivated and activated, they just have "inactive" states in them
-
Hi.
There should be no input lag due to playmaker.
-
(https://pbs.twimg.com/media/FUfHo6cWQAAuZ9_?format=jpg&name=large)
(https://pbs.twimg.com/media/FUfHp8GWIAEEu6x?format=jpg&name=large)
(https://pbs.twimg.com/media/FUfHrAEWYAoc1Cf?format=jpg&name=large)
Dunno if images are showing, I made a little experiment during weekend to test a hex-based terrain destruction, and HDRP lighting in Unity as a small side project :>
https://twitter.com/ThrashRacerGame/status/1533414860519874561/photo/3
-
I´ve been experimenting with uneven track surfaces, height differences are exaggerated in the picture :>
(https://pbs.twimg.com/media/FVJfMNsWUAAJ1YG?format=jpg&name=large)
-
Well, progress was slow but now it´s picking up speed again!
I made a new clean project as a base and I´m rebuilding the systems.
The old project I had been building on was really old, I had used it for all of my prototype games.
It was getting a bit confusing to work on since I had all kinds of unused crap there.
Now it´s so much easier to develop since I add only what I need to the project. No more prototyping, now it´s going for an actual game :>
Here´s a new player character system, with a wheel collider for feet!
It doesn´t look like much, but it works much better than my old one which had trouble moving around and dealing with slopes :)
(https://pbs.twimg.com/media/FcS0rs3X0AEkNYD?format=jpg&name=small)
-
I prototyped a physical frame straightening system, I saw this done to some demolition derby cars.
Attach a chain in the front, put it in reverse and floor it! :D
(https://pbs.twimg.com/media/FiVUkynXEAE1PbW?format=jpg&name=medium)
You can still screw this up and end with more bent frame if you´re not careful,
this is a physical joint connected to the frame, and the results depend on what speed and angle you are reversing at.
I´ll create an optional way to straighten frames for cars that are too bent to achieve enough speed, maybe like by pressing the front down with a forklift, like I´ve seen done to banger racing cars.
...at this point it might not work so well anymore :D
(https://pbs.twimg.com/media/FiVds2NXwAMwD2N?format=jpg&name=900x900)
-
I´ve been testing ways to do smaller parts that fall off :>
(https://pbs.twimg.com/media/Fiky3kHXoAA5t-i?format=jpg&name=medium)
-
I´m building a damage system for mechanical parts, they are located inside the main colliders that deform in collisions, and eventually will start taking damage if hits are detected near enough.
So far it only works 1-dimensionally (based on distance from the center of a mechanical part), but I may build a 3-dimensional system for them.
I´m also making a system for detachable parts based on the deformation of the colliders, vertex changes in the colliders are checked and parts can fall off based on their movements. This is much faster for the game to calculate than my old system with everything connected with joints all the time, and could allow up to 40 cars in races. But I need to do more testing to confirm that :>
(https://pbs.twimg.com/media/FmW98TEWYAA9DlB?format=jpg&name=large)
-
A better collider system, that allows the cars to hit the environment in any angle without clonking into a sudden stop :>
I´ve also worked on a lot of new features, that are not visible (yet), such as
-new detachable parts system and collision and damage detection
-mechanical damages
-corrosion of frame and parts, which affects weight and structural strenght of the car and how well detachable parts are attached
-dirt, that builds up and adds weight and effects cooling
-brake and engine cooling, depending on aero and parts that block airflow
Also the cars are now built on prefabs, which has sped up working on them a lot