Fun Arcade Racing Games are Dead - So I'm making one myself in Unreal Engine 5

Sdílet
Vložit
  • čas přidán 25. 08. 2024
  • ➤ PATREON - / reeanimation
    ➤ TWITTER - / ronnie_ree
    ➤ DISCORD - / discord
    ➤ BUY ME A CUP OF COFFEE and some Popcorn 🙂
    ko-fi.com/reea...
    ➤The Adventures of Gorm - Devlog #1
    • Devlog #1 - What is Th...
    ➤How To Animate Like A Pro - Tutorial
    • How To Animate ANY Cre...
    ADVENTURE RACING:
    The world don't have enough FUN ARCADE RACING GAMES, So I will do my best to make my own. I won't Abandon The Adventures of Gorm, don't worry. This is more of a side project, for when I feel the need to get a break, and do something else. Plus, it's great for learning how physics works :-)
    I hope you like what you see!
    Let me know what you think in the comments below, and if you have any great ideas, feedback or requests, Please let me know ❤️
    Thanks for watching!
    -Music by White Bad Audio
    / whitebataudio

Komentáře • 124

  • @reeanimationgaming1034
    @reeanimationgaming1034  Před 2 lety +18

    Where are all the Fun Arcade Racing games at? Where's Burnout and Motorstorm? Anyways. What do you think of this little Montage? Should I continue on this game?

    • @TAussieG
      @TAussieG Před 2 lety +1

      First thing I did was I asked my friend that sent the video to me where I could get this, would love to see it developed further, multiplayer would be hilarious

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      @@TAussieG Nice. Thanks 🙂
      Ai and multiplayer is something that I have NO clue how to make. But a game like this need it.. I also know that multiplayer makes everything 10 times as difficult to work with, so I’m not eager to do it

    • @WilbertLensen
      @WilbertLensen Před 2 lety +1

      YESS for sure you have to go on with this project.
      I love the handling of the car and total vobe of the game....
      ps: keep this one tiny and simple ;)

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      @@WilbertLensen thanks.. Tiny and simple.. I agree.. BUT, it needs ai, and weapons and pickups, and, and….

    • @WilbertLensen
      @WilbertLensen Před 2 lety +1

      @@reeanimationgaming1034 HAHAHAHA Here is a game maker talking hahaha I feel your pain :)
      And to make a "small" game beside your big longtime slasher keeps you fresh and motivated to work on two completlly different games, Good choice.
      Greetings wilbert

  • @ChimpoTalksGaming
    @ChimpoTalksGaming Před 2 lety +12

    Listen, REE, I know your channel doesn't get the amount of views or subs you deserve, but man, just know that many people, including myself, love your dev logs. They are fun, unique, and entertaining.

  • @Zer0Flash
    @Zer0Flash Před 2 lety +2

    THAT LOOKS AMAZING LIKE NGL THE CAR FLIPPING AND ROLLING SOOOO SMOOTHLY THATS quite cool and the minigun and the looks of the game its epikkk

  • @FlatThumb
    @FlatThumb Před 2 lety +1

    This is a great idea! Hot Wheels is shaking in their tires right now!

  • @Gierownik_Studios
    @Gierownik_Studios Před 2 lety +3

    The rocks exploding from the ground is an amazing idea!!

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +2

      Thanks. Watch my latest video to see how I intend to use them in actual gameplay… This is just the playground stage

  • @Shumaro-dy5xn
    @Shumaro-dy5xn Před 2 lety +1

    I love the movement, I always wanted to do something like GTA5 Arena War Vehicles, and this is similar and fun

  • @darkbibni
    @darkbibni Před 2 lety +2

    Looks so dope! Your art style is so great :D ! Sound Design is on point. Love the rock mine ahah

  • @paulspalace4233
    @paulspalace4233 Před 2 lety +1

    looks fun, i definitely think adding drifting multipliers for points on this would add more dopamine to the turns. Having a readable simplified variation would help keep players informed and concentrated on the track at the same time. So, it NEEDS to be simple.

  • @calebgreen4617
    @calebgreen4617 Před 2 lety +2

    this is really really sick!! I enjoy everything about this from the handling, to the map, to the low poly graphics, I love this a lot and wish I could play this right now!

  • @MBAalrightgames
    @MBAalrightgames Před rokem +1

    Dude those rock pillar mines are awesome! Hopefully you've plugged away at this code since!

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před rokem +1

      Thanks man. I have a few more videos of this game on my channel. Check those out 🙂

  • @pepinyostep3592
    @pepinyostep3592 Před 2 lety +2

    Absolutely stunning I hope to see more of this in the future please give us an update on when this will be on steam I would buy it immediately.

  • @McFlyGold
    @McFlyGold Před 2 lety +6

    I really liked that. I've been wanting to make a small racing game myself for a long time, but could never get the car physics right. Yours looks really nice. I hope there's maybe a tutorial in the future? ;)
    I also liked the clouds on the track. To me it added more difficulty to driving. Like if you just made them semi transparent when you drive through them. I think that would be cool. Or you could just ignore me and make the game with your own vision in mind, that's cool too! :)
    I really like this and I hope to see more of it soon!

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      Thanks man.. Trust me, I’ve been fighting the physics and especially the controls since I started. There’re SO many settings and none of them makes sense to me.. It is barely playable right now. It looks good in the video, but the car crashes SO easily, and is extremely hard to gain control over again once it starts sliding..
      Yeah, driving through clouds does have it’s charm 🙂

    • @MasterChan117
      @MasterChan117 Před 2 lety +1

      I agree on the clouds part, I think it would add some challenge.

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      @@MasterChan117 🙂

    • @vDungeon
      @vDungeon Před 2 lety +1

      @@reeanimationgaming1034 i have an idea on how to fix physics…. Just came in my mind. I will try … right now.

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety

      @@vDungeon please let me know if you find out anything useful 🙂

  • @needyboxman
    @needyboxman Před 2 lety +1

    cool art direction

  • @mness2nd
    @mness2nd Před 2 lety +2

    I LOVE THE PHYSICS, tuto ?

  • @ArielGoV
    @ArielGoV Před 2 lety +1

    damn it looks really cool and fun. Even the clouds problem and the track going into the ground look cool and would work with a few tweaks

  • @FranzFritz
    @FranzFritz Před 2 lety +1

    Looks awesome!

  • @controlschemekeaton
    @controlschemekeaton Před 2 lety +1

    Love this so much!!! Opens up an awesome cam of worms.

  • @saucecorp9998
    @saucecorp9998 Před 2 lety +1

    It looks adorable! The physics look incredible.

  • @squidz2720
    @squidz2720 Před 2 lety +1

    Great video man! This type of content is really inspiring when trying to come up with my own games ideas! Keep up the good work!

  • @blood_and_bacon1257
    @blood_and_bacon1257 Před rokem +1

    this is amazing i really want that beautiful physics if i have to pay for it, i will

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před rokem +1

      Thanks.. You can’t have it.. Yet.. Will see in the future perhaps 🤷

    • @blood_and_bacon1257
      @blood_and_bacon1257 Před rokem +1

      @@reeanimationgaming1034 not a game an blueprint for developing actually

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před rokem

      @@blood_and_bacon1257 I know.. I’m just not handing over all my hard work like that 😉
      Not yet at least

    • @blood_and_bacon1257
      @blood_and_bacon1257 Před rokem +1

      @@reeanimationgaming1034 then is it possible to simulate this with chaos vehicle system?

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před rokem

      @@blood_and_bacon1257 That is exactly what I am doing… plenty of tutorials on how to set it up..
      Stay tuned, new video in the near future 🙂

  • @IamSH1VA
    @IamSH1VA Před 2 lety +1

    Looks soooo fun 🤩

  • @breakerhand
    @breakerhand Před rokem +1

    Awesome Ree, do u mind give tutorial about prosedural ur map?

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před rokem

      Sorry, I’m not good at tutorials.. I DO have a devlog on the channel about the procedural dungeon on my game The Adventures of Gorm..

  • @floriangierth1713
    @floriangierth1713 Před 2 lety +1

    Siiiick!

  • @Kajenx
    @Kajenx Před 2 lety +1

    LOL "Cloud Problems"

  • @zzzib
    @zzzib Před 2 lety +1

    this is so amazing

  • @edwilliam1771
    @edwilliam1771 Před 2 lety +1

    I've watched too many Hot Wheels to know that these so called "problems" can be just another intentional layer of challenge if you give the cars a nice turbo suply.

  • @xellart
    @xellart Před 2 lety +1

    That looks stunning. I'm really interested in the physics and how you tackled the car. Do you have a breakdown of that somewhere?

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      No, sorry. It’s about 200+ parameters that need to play nice with each other, and I don’t know what most of them do to be honest.. This is hours and hours of fiddling around..

    • @xellart
      @xellart Před 2 lety +1

      I see. But it is it a full 4 wheel model with suspension or some abstraction like a Rolling ball?

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      @@xellart I don’t know what that mean 🤷
      Unreal has a system called wheeled vehicle (search youtube), and it should have all you need.. It’s mostly suspension settings that give the bouncy movement of my car. I also made a custom collision mesh with round shapes, especially at the top, to make sure it mostly lands on it’s wheels again. Also the center of mass is extremely important for overall physics behavior

    • @xellart
      @xellart Před 2 lety +1

      @@reeanimationgaming1034 since it looks so arcady I didnt expect it to have all wheels + suspension with physics. Thanks for your explanation.

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety

      @@xellart Unreal vehicles are using realistic physics and math, and I’m trying to do something different with it, which is why it is SO frustrating to work with , I think

  • @RedSW
    @RedSW Před 2 lety +1

    looks awesome! can you add a local multiplayer

  • @smallboy3493
    @smallboy3493 Před 2 lety +2

    When would this game be ready? Would it be on Steam or it’s own separate website? And would it be free and have in-game purchases for cosmetics and such, or cost some money but still have those in-game purchases? This game looks incredibly fun and I’d hope to get on it sometime, great job!!

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      Haha.. Relaxt dude. I’m a single developer, so it wont have season pass’es or any of that..

  • @MonsterJuiced
    @MonsterJuiced Před 2 měsíci

    What a funny idea I love this

  • @hunterdeloney4711
    @hunterdeloney4711 Před 11 měsíci +2

    How did you achieve the drifting mechanics that is something I’ve had trouble doing

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 11 měsíci +1

      I don’t know exactly. A combination of fire friction and lateral slip I think..
      I honestly just played around with the settings for weeks..
      Also, it play NO where near as good at it looks in this video, trust me, the handling is terrible

  • @MichelLacerda
    @MichelLacerda Před 2 lety +1

    Congratulations on the project, it looks like a lot of fun. I would also like to make a fun arcade racing game, but I'm having some problems with physics, maybe you could help me: I can't get a setup Satisfactory, the car always seems to turn or spin around aimlessly when colliding at high speed, how did you solve these problems?

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +2

      Thanks… I spend SO many hours to get to this point. SO many parameters, I have no idea how I got this result.. A ton of trial and error..
      As for the car spinning around when you hit stuff. Check your physics asset, make sure NO colliders are on the wheels, that will send your car flying for sure. Unreal are not using actual wheels, it uses ray casting. Proper physics asset set up is extremely important.

  • @lukezero4967
    @lukezero4967 Před 2 lety +1

    This is really amazing, I like they graphics style and the simplicity of it all! And that procedural track generation looks impressive, how did you do make the mesh part of the track follow the procedural path (spline path?)?

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +2

      I am not using spline, it was too wonky.. I have build track pieces that I just spawn one after the other. Track pieces are selected randomly, and then I have some rules like if the track starts twisting too much, I will make sure it spawn a twist piece in the opposite direction, so the track levels itself out again.. Makes sense?

    • @lukezero4967
      @lukezero4967 Před 2 lety +1

      @@reeanimationgaming1034 Yes, that makes sense. All my attempts working with spline meshes end up having issues

  • @DevEnabled
    @DevEnabled Před 2 lety +1

    Looking cool. I think I remember seeing you doing some car tests a while ago. Is this a custom vehicle setup? Looks too stable to be the Unreal template.

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      I used unreals vehicle system, but I have fiddled around with so many things to get the physics right, that I have completely forgotten what I have done to make it work.. Unreals vehicle system is horrible to work with

    • @DevEnabled
      @DevEnabled Před 2 lety +1

      @@reeanimationgaming1034 Wow, that's impressive. It really is horrible to work with. Nice work, looking forward to seeing more.

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety

      @@DevEnabled I also have to mention that it looks good in the video, but the car is MUCH harder to control than it looks.

  • @devformation
    @devformation Před 2 lety +1

    I realy dont know why you inspire me)

  • @Lost_Dawn
    @Lost_Dawn Před 2 lety +1

    That still doesn't include procedurally generated vehicles.

  • @notnert
    @notnert Před 2 lety +1

    Where did you learn the procedural road generation at?

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      I learned it from a buddy at work for my Adventures of Gorm game.. now I know enough to do it myself here in the racing game.. It’s fairly simple to be honest.. It’s basically just “spawn at location” done

  • @vDungeon
    @vDungeon Před 2 lety +1

    Good day Sir! How?))) how did you make the vehicle returning back to wheels all the times?))))) i struggle last 3 years )

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      Thanks 🙂
      Make sure to have a collision mesh that is very rounded at the top, and set the center of mass low, but not so low that you can’t turn the vehicle 🙂 that should be enough really 👍

  • @dasneelix3084
    @dasneelix3084 Před 2 lety +1

    How do you prevent the car from flipping over? 😭 Mine also always flies off the ground way too fast and if it doesn't then it falls through the ground 😂 Do you use linetrace/raycasts for the kart to lift it off the ground? 😅 Such good work man 🙏

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +2

      Thanks man.. some key things are a good homemade collision mesh for the car, very round at the top to prevent it from landing and staying on the roof.
      I also set the project gravity to -3000. Makes a huge difference for the weight of the car, but this might not work for your car, I don’t know 🤷
      Last thing, set the center of mass lower.
      These 3 things are key ingredients for what I have here 🙂

  • @eyeemotion1426
    @eyeemotion1426 Před rokem +1

    Was lead to your channel through a message you posted on a video about arcade physics in Unreal.
    This was probably made using raycasting and not Chaos? I'm trying to make an arcade racer that's inspired by Split Second: Velocity. Since my programming skills are so-so, I'm relying on Blueprints and Chaos Vehicle to get the cars moving. But currently my car is too bouncy, tips over too easily and loses speed while turning. There are a lot of settings, but I don't where to start with fiddling with it.
    Btw, I like those small explosions you have. How did you create them?

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před rokem

      Thanks for dropping by 🙂
      Unreals vehicle system is overly complicated and confusing. And unless you are a formel 1 car mechanic, you have no idea what’s going on 😖
      I use chaos vehicle. And my controls are really bad. It looks good in the video, but it’s not, trust me. And that is also why I’m not getting anywhere with the game. I just can’t get the handling right, and I have tried for hour and hours for days on end.. And I have given up..
      3 thing I remember made a huge difference in handling.
      1. The center of mass, is critical for preventing the vehicle from tipping over, and how it takes corners. You can set it like 3 places, on the mesh, on the actor, and on the physics asset.. only one of them makes a difference (can’t remember which one). If your car tips over, then get Z to -50 or something. Al depends on the shape and center of your mesh.
      2. Set the global gravity in the game to -3000 or something (project preferences). That prevents your car from feeling like a balloon..
      3. Front and backwheel friction is the last thing. Tweak this after you got a solid center of mass setting.
      And please let me know if you figure out something that improves the handling beyond these 3 🙂
      Good luck 🤜🤛

    • @eyeemotion1426
      @eyeemotion1426 Před rokem

      @@reeanimationgaming1034 Thanks for the advice!
      I've done what you said and enabled custom center of mass. Didn't know you could give it a negative value, thought it would be through the floor then. Car still tip over, but most of the time it atleast falls back on its wheels. I had to change it in the BP of the vehicle, on the 'VehicleMovementComp'.
      I think the majority is done in the 'VehicleMovementComp' and the wheel BP's.
      That said, I've also changed 'Rollbar Scaling' for both front and rear wheels from 0.15 to 0.8, that also seems to help prevent the car from tipping over too much. What I do find strange though, is that if I for example turn left, the car body leans left too. Where I would expected the car to beginning to lean right. So I don't know what's going on there.
      I've also set my Friction Force Multipier to 5 for the front and 5.5 for the back, which makes the car get quicker up to speed.
      For point 2, if you set the gravity so 'low', doesn't that affect things like torque and such too?
      The car atleast already drives better than a few days ago, but still not into a satisfactory 'arcade-physics' area. And there seems to be hardly any information on all the properties. Most tutorials are just setting up your car to drive and that's it. I did find older official Unreal tutorials of car physics that help explain some stuff, but are from 4.2 and some of those properties aren't in Chaos anymore.
      Which points are you still not satisfied with? As it seems to be handling very well. But then, I should know that seeing a vehicle being controlled and controlling it yourself, are 2 different things 😅.

    • @eyeemotion1426
      @eyeemotion1426 Před rokem

      @@reeanimationgaming1034 Hi, just wanted to let you know that I esperimented a bit with that 'Arcade Control' section in the 'Vehicle Movement Component'. Although I still didn't figure out what the 'Torque Control' and 'Target Rotation Control' sections do, the 'Stabilize Control' already really helps handle the car more arcade-y.
      By visual debug, I saw that it creates and oppositie force to where the car is going (because of the physics). The 'Position Hold XY' value is for making sure the car isn't slipping and drifting "for no reason'. Which I lowered from the default value, as too much counter force gave me the impression to slow the car down a bit.
      The 'Altitude Hold Z' value is for keeping the car grounded. I put that one a lot higher than the default, to keep the car pressed to the ground a lot more. Although if you keep the gravity at the -980 default value and you jump from a higher floor to a lower one, you still have that floaty balloon effect.
      Only problem I have now is, although I can drift using the handbrake, it's a short drift where I still come to slowdown. So it's still a sim-like drift. I think that can probably be addressed with the 'Torque control' or the Target Rotation Control', but without documentation, it's hard to figure out what does what (and what values you need to use). That English isn't my native language, doesn't make that technical lingo easier either.

  • @annaarthur724
    @annaarthur724 Před 2 lety +1

    Came here from reddit. I like it but i have a problem with it. Where is download link?

  • @ilarinikkarikoski4765
    @ilarinikkarikoski4765 Před 2 lety +1

    Inspiring. How many hours until this prototype stage??

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      Good question.. No idea.. maybe one or two months of evening work a few days a week is my guess.

  • @haseeb9090
    @haseeb9090 Před rokem +1

    How do you have the time to make this stuff and run a CZcams channel? I’m making a game too but there is no way I can make time to record, edit and post what I’m doing.
    With a 9-5 and a family I can’t see how I can do this. I already wake up super early to work on my game. Since everyone’s sleeping I get a lot done.
    Any tips on how to show off my work?

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před rokem +1

      Dude. I make perhaps one video a months. So It’s not a lot.. I kind of use my devlog videos as changelogs, so I can see the progress myself.
      I also have a family, and a 9-5 job. I spend a few hours in the evenings, when the kids are sleeping and the wife is watching netflix. But not every evening. So yeah, I don’t have a lot of time to put into these projects.
      I also in periods get up early at 4-5 in the morning, to work in it when the house is silent. So I know what you mean.
      Also, It might take me 1 or 2 weeks to make a devlog video, and in that time I don’t work on the game.
      So progress is extremely slow, but you don’t get that feeling from watching the videos or scrolling my youtube. But trust me, it’s slow. I might spend around 6-10 hours a week on the game. Which is not a lot, it’s maybe 3 or 4 evenings, every week.
      So yeah, Time is also an issue for me

    • @haseeb9090
      @haseeb9090 Před rokem +1

      @@reeanimationgaming1034 well this puts me at ease😅.
      I’ve been watching dev logs recently and just wondered how people managed to get videos and game progress done..
      Thanks a lot for sharing your schedule!

  • @mness2nd
    @mness2nd Před 2 lety +1

    I, how did you made the smooke like a this moment : 0:25 ?

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety +1

      Not sure what you mean.. It’s a particle system that spawns if the car is at and angle and at certain speed

    • @mness2nd
      @mness2nd Před 2 lety +1

      @@reeanimationgaming1034 i mean what is the " code " ( do you use the vector ) how it his made ?

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety

      @@mness2nd not sure what you mean 🤷 Sorry

    • @mness2nd
      @mness2nd Před 2 lety +1

      @@reeanimationgaming1034 how did you made this: vector * direction /A i don't know ( something like this)

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před 2 lety

      @@mness2nd hmm.. Something like if the mesh forward vector differ too much from the actor velocity direction, then spawn particles..

  • @dsgnr2
    @dsgnr2 Před 2 lety +1

    can u make this interactive on a website?

  • @groggmayles258
    @groggmayles258 Před rokem +1

    Hey, listen, I found you on reddit, and this procedural generation is the way to go. Can you please give guides, links to the forum, any information so that we can do the same procedural generation as you? Unfortunately, for the time being, we have a problem with searches, and we cannot find what we need. You will help us a lot with your answer, thanks in advance

    • @reeanimationgaming1034
      @reeanimationgaming1034  Před rokem +2

      Well.. I can’t give any links to this, as I made it myself.. But it’s honestly very simple.. All the track pieces are build, like modular pieces.. Each track piece has a start and end location. Then I out all the track pieces in an array, and then just spawn random pieces one after the other, and the start points on the new piece will be aligned with the end point of the last piece..

    • @groggmayles258
      @groggmayles258 Před rokem

      @@reeanimationgaming1034 Did you use blueprints or C++ for this?