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(1 edit) (+1)

Thanks for your review and your wishes. I hope so too.

I just downloaded yours. 


None all the 3d assets were created during the jam but all the code, including the vehicle physics and the AI, was created exclusively during the Jam. I did used the Unreal's AI Framework, but I created all the Tasks and Services. Also, I didn't use Unreal's Vehicle Physics, I implemented mine to bypass wheels friction that made it impossible to behave like this "cartoon-ish" physics.

I implemented it in C++ and making use of the NVidia PhysX engine, accessible through UE4. I'd like to do a postmortem some time.

The turning system is a spline that updates the PhysX body Constraints, so it's the same speed but it turns to keep the movement ni a sigle plane, when it leaves, the car is forced to use that constraint until it has an accident that the constraint is removed so the car can move freely.

The vehicle implementation is very similar to this:

After reading the first para...i think you might have misunderstood me... i am not blaming you for using assets from x,y,z sources but i meant to praise you the way you have used them to cut short time and used all in integration to build a good game in 2 days of time...is exceptional... 

Yes, I know that you didn't, sorry if it felt like it. You might have been one of the best and kindest reviews so far. I wanted to provide more information in case someone misunderstands you since I have no time to do a proper postmortem yet.