Search Unity

  1. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Games Thrash Racer - A Banger Racing / Life Sim in 80´s UK

Discussion in 'Projects In Progress' started by Artoodiitoo, Apr 12, 2020.

  1. Artoodiitoo

    Artoodiitoo

    Joined:
    Jan 27, 2014
    Posts:
    65
    They don´t have any textures yet either :)
    Don´t worry, everything graphical is at physics tech demo level, so no effort has been put into those yet.
    I am also using the HDRP rendering system now, haven´t made new videos with it yet tho.

    I´m currently testing my new character system to find flaws with it, if I need to do fixing on it or redo it in some other way than using Wheelcolliders.

    Awesome :)
    I´ve watched many videos of the old races from the 70s to 90s on Youtube to get a picture of the cars they were using back then.
    I was first considering setting the game to the 80s before Granadas started dominating banger racing, but I decided that it´s possibly a mix of 80s and 90s stuff, just need to find a balance so other cars have a chance, maybe put the bigger cars in a separate class.
    I based my test car for prototyping game mechanics on those big old Vauxhall sedans that I saw being used too : D
     
    khos and hippocoder like this.
  2. Artoodiitoo

    Artoodiitoo

    Joined:
    Jan 27, 2014
    Posts:
    65
    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

    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
     
    Last edited: Nov 24, 2022
    Taku-chan-gamer and khos like this.
  3. Artoodiitoo

    Artoodiitoo

    Joined:
    Jan 27, 2014
    Posts:
    65
    I´ve been testing ways to do smaller parts that fall off :>
     
    Taku-chan-gamer likes this.
  4. Taku-chan-gamer

    Taku-chan-gamer

    Joined:
    Nov 18, 2019
    Posts:
    32
    Can I ask how you got that deformation it looks really nice it looks like the normal unitycar damage but better:) this game is coming along very very nicely I wanna see more progress :D
     
  5. Artoodiitoo

    Artoodiitoo

    Joined:
    Jan 27, 2014
    Posts:
    65
    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 :>

     
    khos likes this.
  6. Artoodiitoo

    Artoodiitoo

    Joined:
    Jan 27, 2014
    Posts:
    65
    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
     
  7. vintage-retro-indie_78

    vintage-retro-indie_78

    Joined:
    Mar 4, 2023
    Posts:
    285
    lol, if only they were exploding, looks rather amazing, simulation is good, sound also is decent - quality, think this stuff has a ton of potential, or perhaps finding a team, or writer to make something cool over the stuff . . .

     
    Artoodiitoo likes this.
  8. Artoodiitoo

    Artoodiitoo

    Joined:
    Jan 27, 2014
    Posts:
    65
    Thanks :)
    This game actually started as a damage model test for another project, which I will be continuing in the future, I think you will like it too :D
    There won´t probably be explosions here, well other than engine and transmission, and tires, but a lot of smoke and fluids leaking :D
    All sounds so far are placeholders to have something there, I´ll focus more on audio when I´ll get to engine simulation part again. I´m planning to have a more in-depth engine sound system
     
  9. mdj12

    mdj12

    Joined:
    Nov 10, 2021
    Posts:
    14
    @Artoodiitoo Very good work about your game but can you help me with fixing UnityCar pro 2.1 to work on unity 2021 because my wheel.cs script is full of bugs and is the hardest part to repair II'l send on your PM what kind of bugs I have