@@bacalhau_seco definitely not. its overwhelming without any previous knowledge and builds surface level knowledge rather than longlasting fundamental knowledge
I love watching devlog videos, I like how you went from “Im going to make a racing game for fun” to “aw shit people actually want to play my game, I *HAVE* to make it now”🤣🤣🤣
since it’s a low poly style i think you could make a separate mode/level where it’s a calming, retro styled level where the player can just cruise down the road with some soothing music and some cool visuals/scenery that could be a cool idea
*Ideas I have for the game:* -Loops and wallrides -New surfaces like dirt, ice, etc -Maybe a track editor but that would be very hard to make -An in-game leaderboard to display the best completion times on each track -Types of cars that you can unlock -Bronze, Silver, and Gold medal target times so the player has something to grind towards besides having the top time
I might be a little late but I really hope you see this. When I first saw the track I thought of a sky scraper. The little hole at the beginning could be you flying threw a broken window. The tube could be supported by the crane, and the jumps could be you jumping from different levels of the building. I know it will be hard but I bet you can do it.
I just want to applaud you for doing this and making your own game. I LOVE the idea and i wouldn’t mind you making like 100 levels and building up this game over like 2 years or whatever for a massive game download or something and not uploading as often. This will take you to the next level I can already tell
Hey man I just landed in your channel and I have to say I'm really impressed by your work. The game is looking really good and a have a couple minor things to say being them that first jump when you go between the rectangle, in my opinion the rectangle could be a little bit higher once the camera moves a lot because of the low topmargin between you and the rectangle. Other thing that i would change is the shadow in the tunnel, it does look really good, it could be just in the video but i sometimes cant distinguish it from the actuall holes. The car looks really nice btw, don't change it :) Finally just want to say I subscribed and will follow that journey of yours and definitely will play the game once you pubblish it. Good luck and keep up the good work!
6:06 the origin point of the model is what makes it spin like that, it is quite easy to solve for symmetrical models. Go to the Layout tab (default one when you open a new/empty project in blender), then right click on the object (the pipe in that case), and then select "Set origin", then you have the option for it based on Volume, or on Surface, depending on the model you'd prefer one over the other. Also, if you scale a model in blender, before exporting it hit Ctrl+A (default control since 2.8+) -> Rotation and scale (you can undo if you want to after the export, it will zero the values so that it spawns in that position and scale by default). I hope this helps, keep up the good work! :D
Quick blender tip for 5:50 when youre done with youre model make sure to apply all transforms/edits and then reset origin point to object. Then it wik already be completed and you want jave any issues with the spinning thing to center it
A suggestion for the radial motion blur: the Team at UE had made a custom material which can be placed on an object, caging the tire in their Matrix demo. I don't rely remember how it worked, but I think it gets the airspeed and multiplies the blur by that amount or smthg. You can just look it up tho, I think they explained it on their official channel. The camera clipping into the car can be easily fixed, you just have to restrict the distance of the spring arm, so that the camera can be close to the car, but not in the car. Hope this helps.
it looks so damn good, i love the progress you already made, i'd love to see more complicated stunts like let's say a 270 degree barrel roll into a sideways wall, or the tunnel but it's missing one side and you gotta fly over the track, something like this think outside the box man and keep the great work up!
I love your vids man your my favorite UA-camr I've been watching for a couple moths now and your videos bring me so much joy thank you for all the times youv brung me up from bad times
Looks fantastic. You could probably limit the distance the camera can get near the car globally instead of trying to solve the cam/wheel clipping issue. ...and you would somehow have to exclude the wheels from regular motion blur to use the asset store custom one. Maybe there's a way but I gave up on that and blend to a "fake pre blurred" wheel that's barely spinning.
This is the first video from you I've seen and as a game programmer it's been super cool seeing someone completely new to development being able to make something this clean from scratch
the good thing about this is that we, the viewers, are brought onto the journey of learning and fixing things which a lot of developer ytbers doesn't do
That's a great video!!! I was trying to create a racing game myself but I got stuck in the simple collision part, I couldn't figure out why my car was coming to a stop all of a sudden. That's amazing to see it solved and now I'm hyped to revisit my old project and continue developing it! Thanks a lot for showing us this dev log, cheers!!
i used to watch you years ago doing stunts in gta. its amazing to see you making a creative path that remains similar but with some fresh cool ideas. well done !
i find it awesome that you're trying game dev. I hope you continue with it as long as you enjoy it, it's very fun to watch you making a game, as it really shows how dedicated to your channel and also to yourself, to go that extra mile and learn a whole new thing while making good content for your community
These videos are some of the most entertaining videos youve ever made. Please make more of theses and make the videos longer. Love you stuff bro keep this up
i'm impressed. it looks to handle and play a lot like track mania. which is the highest praise i could give this game. actually inspired me to try and make a small game too. i've tried to make huge games a bunch of times before and i always burn out and give up. need to have a smaller scope.
For the camera collision, you probably need to edit the 'trace channels' that it recognises - It's hard to explain specifically what to do, but it starts a default setting to respond/collide with scene components but not actors, so you need to set it to custom and add actors as a blocking channel (as opposed to overlap). You may also need to edit the car body/wheels hitbox too if that doesn't work because collision always prioritises the least blocking action between two objects. Again, great to see your game dev journey!
Side note, for your ghosting issue, try using other AA methods like FXAA - I believe the default is TSR and it still has some bugs. If you avoid the 'temporal' AA methods that use multiple frames to add detail you'll probably find a fix, and your game isn't photo-realistic enough to need anything too advanced. Hope this helps!
i'd love to see some car improvement. maybe something like see-through windows and basic interior work (steering wheel and seats) and maybe some cosmetic options to choose from, like custom colors, wheels and paint jobs
I also made many racing games using the unreal engine and if you really want to use motion blur: - Don't use the "mesh space ref pose -> wheel controller -> component to local -> output" - Instead, use a custom animation by the variable you define just like forza horizon games do (you can see that after a given speed, wheels instantly change into a super-fast version! P.S. = I believe they use a special shader for that but anyways 👍
And also: In the spring arm details (the camera boom) please disable inherit roll. It looks and feels better if it is slow or none. If you haven't done yet, adding a camera lag (for rotation only because in high velocities, the lag actually lags but in a bad way for some reason) will increase feeling.
Amazing stuff man! Really enjoying your game making journey. One piece of advice I would give you is with development reusing stuff is key. for example having that tunnel and the obstacles in it as separate and combining them in engine would mean making custom tunnels easier in the future or if you wanted those red obstacles in other places too.
One thing I will suggest that keep the polygon count as low as you can, like the pipe thing you modelled had a lot of pollygons. You can just create a simple cylinder with 8 polygons and subdivide it. This saves the performance
something you should consider down the road is being able to host matches and make custom maps. i know that's far away from where you are now but i think a tackmania style game running on UE5 is something a good chunk of people want. love the progress! Great work!
To help with your centering issue, you want to export your blender model with the positioning relative to the axis. Select all the points in the cross section, move cursor to center of selected objects, and snap it to the axis, this immediately positions your model
I think it would be really cool for you to add some "slipage" or some "happytailage" to the car so it can be less of an arcade type racer, to more of a game that actually requires some skill to drive the car to its limits without losing time on corners or stuff like that. I think it would be really cool to make the direction of this game to be able to be speedrun... like Trackmania, I feel like it being able to be speedrun will add to the overall longevity of the game rather than it being just another YTber game that gets forgotten in a couple months. Just my two cents...👌👌 Game is looking good so far BTW.
for that weird rotation thing, you can save a lot of time by going into blender, selecting the inner loop with an alt+click and pressing shift+S>cursor to selection, then right click in object mode and hit set origin to 3D cursor. When you re export the origin will be exactly in the middle and you dont have to eyeball it.
Quick tip, higher F.O.V. makes you fell faster, the things on the edge of the screen pass by much quicker and so you feel that you are going at higher speeds. This may help with the feel of the game
I've been developing in Roblox Studio for 5 years due to having a low end laptop and just decided to start using UE5 with a better laptop. What you did with this game as a first time is going to take at least a week or two in Roblox and I so don't want to use it. It's absolutely amazing how you optimized the geometry of the spline track and fiddled with the car to optimize it for doing stunts. Very excited to learn more and start creating stuff above and beyond everything I've been making until now.
it would be much cooler if the tunnels were longer , more difficult and more fun , anyways i love watching this kind of video it's so relaxing and satisfying at the same time
Really cool way of learning and what you have done is incredible. One thing that would be cool is if the roads were held up with supports and a crowd stands with people watching over to the side of the road as it it was some sort of racing event. Also a good way to make the car feel faster is by adjusting the FOV so when you are going faster the fov is bigger. If you have played minecraft you will know that when you put the FOV to quake pro you feel like you are moving really fast even though nothing is different. Good work I look forward to seeing how the game evolves.
I know it's still early days, but looking at that spinning tunnel made me think, a cyberpunk / TRON styled track would go so hard especially with the look of the car
It’s a small Indy game. Not a AAA Title 😂😂😂😂 you clearly have absolutely zero idea how long it takes, and how hard adding 90% of the stuff you mentioned is.
Add a turbo boost button so you can get extra speed for jumps before and or mid air. Make the tail pipe shoot flames when you do it. This would make it possible to make more difficult stunt tracks where precise boost usage is necessary. Also I think scaling the level up would make it feel cooler. Flying over massive amounts of badass terrain vs small fast technical jumps. Particularly too show up top speed fun and then handling skills for smaller technical jumps
For the centering of the origin of the pipe, what would've been easier is if you went into Blender, went to Object > Set Origin > Origin to Geometry. This puts it smack in the center of the object you've selected, and engines like Unreal and Unity will treat it as the center upon import, so no need to fiddle with adjusting the pivot.
the game actually looks very awesome keep the work on it and I really like the sun graphics but try to add more details to the maps like the past video
just fyi the easier way to fix the pivot is by placing the pivot where you want it in blender, then ones you export your mesh the pivot will be in the perfect place for you to use.
Theres already zeepkist. But yeah more competiton for trackmania is always good as rn it just feels like Nadeo has put all their focus on the stadium environmment which basically has been perfected since 2008 only adding in more blocks like plastic magnets and ice
U should put more obstacles in the tube and add the sausage somewhere around the map as an Easter egg and who ever finds it gets a cool vehicle or something
Just a small suggestion, if possible to add Try making a part of the track so that it goes around its axis 360°. A gradual incline gradual bend, then upside down car, then another gradual bend to make the car normal, then a gradual decline slope to get the car on the track. It might take to do some tuning to the physics of the game, but do consider this. Game is coming out pretty good! Cheers!
“Build out this stunt island” you should call the game Stunt Island and build out a full large free roam island designed for doing stunts with little mini challenges dotted around the map to unlock new cars and paint jobs and things like that I know that’s a little out of your skill set right now but a series developping this game into something worth paying for would be sick and could really help the grow the channel
Really cool to see your progress with the game, it's getting amazing. An idea for the game, it could use the multiverse concept, maybe go through some portals and change the whole scenario, I think that greatly increases the possibilities of obstacles. Not to mention the setting would be really cool.
make the final jump way harder! if we can learn one thing from trackmania is that no matter how hard you make the game people will spend nights and days to figure out how to solve the puzzle. trust the gamer! :)
If its a game of stunts you should keep touching the handling and landing mechanics all the time also the cam is a must. It should be supersmooth but looks amazing. I really want to play it :3 . Hotwheels games can be a good reference to the game. Keep the good work men you are awesome
If this will become a game for people to install, you could add a track builder for the players so they can create tracks on their own, even tho I know it would probably be hard but it would be fun.
Really liking your obstacle ideas so far! I would recommend making the track just a little wider, just so when more cars are added to the mix, it's not too cramped. This reminds me somewhat of some Hot Wheels and F-Zero games but A LOT of the Speed Racer (2008)'s Fuji Helexicon track. I suggest giving Speed Racer a look for some track inspiration!
you could add a noise texture on the track to switch between glossy and smooth. this could look cool while adding some texture to help with having something to gauge speed
i love the idea of you making a game as you go and not having to learn everything before
thats the best way to learn tbh
I want to try
@@jibzzztm Try, I gave unreal engine a go and I don't regret it. Really cool experience, releasing my own game soon. :P
@@karolkapusta3148 it's scary
@@bacalhau_seco definitely not. its overwhelming without any previous knowledge and builds surface level knowledge rather than longlasting fundamental knowledge
this game looks amazing already! consider adding like a time, just like in trackmania, so you can try and break your record!
@Marc's ikr
I love watching devlog videos, I like how you went from “Im going to make a racing game for fun” to “aw shit people actually want to play my game, I *HAVE* to make it now”🤣🤣🤣
This is absolutely amazing how you went from playing games to making them , great job !🎉❤
since it’s a low poly style i think you could make a separate mode/level where it’s a calming, retro styled level where the player can just cruise down the road with some soothing music and some cool visuals/scenery that could be a cool idea
Agreed
Definitely
I second that for sure.
landspeed record maybe
@@cordlessblues only if the area is bumpy lol
Nice upgrades!
Thanks!
W
here before it gets like 5k likes
@@dod4769 It's not gonna get like 5k likes
@@Bman-wm4ib maybe 5 years(or the last days of youtune)
This game is hell of a journey. Really cool for you to bring us, watchers along.
Keep it going!
I wanna see the game on steam when its done! :D
yes it will be nice to see it on steam and maybe it will be like only £5 to £10 or smthn idk
*Ideas I have for the game:*
-Loops and wallrides
-New surfaces like dirt, ice, etc
-Maybe a track editor but that would be very hard to make
-An in-game leaderboard to display the best completion times on each track
-Types of cars that you can unlock
-Bronze, Silver, and Gold medal target times so the player has something to grind towards besides having the top time
I might be a little late but I really hope you see this. When I first saw the track I thought of a sky scraper. The little hole at the beginning could be you flying threw a broken window. The tube could be supported by the crane, and the jumps could be you jumping from different levels of the building. I know it will be hard but I bet you can do it.
I just want to applaud you for doing this and making your own game. I LOVE the idea and i wouldn’t mind you making like 100 levels and building up this game over like 2 years or whatever for a massive game download or something and not uploading as often. This will take you to the next level I can already tell
Hey man I just landed in your channel and I have to say I'm really impressed by your work.
The game is looking really good and a have a couple minor things to say being them that first jump when you go between the rectangle, in my opinion the rectangle could be a little bit higher once the camera moves a lot because of the low topmargin between you and the rectangle.
Other thing that i would change is the shadow in the tunnel, it does look really good, it could be just in the video but i sometimes cant distinguish it from the actuall holes.
The car looks really nice btw, don't change it :)
Finally just want to say I subscribed and will follow that journey of yours and definitely will play the game once you pubblish it.
Good luck and keep up the good work!
I was super happy to see that your last video did well, glad to see you're able to branch out successfully!
PLEASE make more of these little devlog videos! I absolutely love them! looking forward to trying out the game!
This guy is casually competing with GTA V 💀
I know I am a little late,but FR
@@charlesryan6001same but fr
@@fizzyt5186also same, but also fr
hella late but frfr
6:06 the origin point of the model is what makes it spin like that, it is quite easy to solve for symmetrical models.
Go to the Layout tab (default one when you open a new/empty project in blender), then right click on the object (the pipe in that case), and then select "Set origin", then you have the option for it based on Volume, or on Surface, depending on the model you'd prefer one over the other.
Also, if you scale a model in blender, before exporting it hit Ctrl+A (default control since 2.8+) -> Rotation and scale (you can undo if you want to after the export, it will zero the values so that it spawns in that position and scale by default).
I hope this helps, keep up the good work! :D
3:22 this has "let me do it for you" energy and I love it
you should add proper speed meter with indicator of a gear it will make the interface look really better
Quick blender tip for 5:50 when youre done with youre model make sure to apply all transforms/edits and then reset origin point to object. Then it wik already be completed and you want jave any issues with the spinning thing to center it
Yea, pro tip! Always fix your pivots in your 3D application, unless you have a SUPER specific reason for why you need to do it in engine.
@@arne1881 agreed
A suggestion for the radial motion blur: the Team at UE had made a custom material which can be placed on an object, caging the tire in their Matrix demo. I don't rely remember how it worked, but I think it gets the airspeed and multiplies the blur by that amount or smthg. You can just look it up tho, I think they explained it on their official channel. The camera clipping into the car can be easily fixed, you just have to restrict the distance of the spring arm, so that the camera can be close to the car, but not in the car. Hope this helps.
it looks so damn good, i love the progress you already made, i'd love to see more complicated stunts like let's say a 270 degree barrel roll into a sideways wall, or the tunnel but it's missing one side and you gotta fly over the track, something like this
think outside the box man and keep the great work up!
OMFG LFG WAS JUST THINKING ABOUT HOW AWESOME A PART 2 WOULD BE I LOVE IT!!!
For the camera clipping in the car you can set a limit to move the camera, you can add an invisible collission for the camera near the car too
bro the dog be like "why da hail my hooman speaking to the wall for hours everyday without feeding me💀"
7:55 the dog just looking into the viewers soul
I love your vids man your my favorite UA-camr I've been watching for a couple moths now and your videos bring me so much joy thank you for all the times youv brung me up from bad times
I love the content something cool you might be able to add is a replay mode.
Keep up the good work man!!! 🤙🏼🤙🏼
Seeing you optimize BEFORE things become an issue is actually REALLY awesome!
Wow, this looks amazing! If you ever need any music for the game, I could make some.
Looks fantastic. You could probably limit the distance the camera can get near the car globally instead of trying to solve the cam/wheel clipping issue.
...and you would somehow have to exclude the wheels from regular motion blur to use the asset store custom one. Maybe there's a way but I gave up on that and blend to a "fake pre blurred" wheel that's barely spinning.
This is the first video from you I've seen and as a game programmer it's been super cool seeing someone completely new to development being able to make something this clean from scratch
the good thing about this is that we, the viewers, are brought onto the journey of learning and fixing things which a lot of developer ytbers doesn't do
That's a great video!!!
I was trying to create a racing game myself but I got stuck in the simple collision part, I couldn't figure out why my car was coming to a stop all of a sudden. That's amazing to see it solved and now I'm hyped to revisit my old project and continue developing it! Thanks a lot for showing us this dev log, cheers!!
i used to watch you years ago doing stunts in gta. its amazing to see you making a creative path that remains similar but with some fresh cool ideas. well done !
i love that you made your own game i hope you make a next one but a lil better
i find it awesome that you're trying game dev. I hope you continue with it as long as you enjoy it, it's very fun to watch you making a game, as it really shows how dedicated to your channel and also to yourself, to go that extra mile and learn a whole new thing while making good content for your community
These videos are some of the most entertaining videos youve ever made. Please make more of theses and make the videos longer. Love you stuff bro keep this up
i'm impressed. it looks to handle and play a lot like track mania. which is the highest praise i could give this game.
actually inspired me to try and make a small game too. i've tried to make huge games a bunch of times before and i always burn out and give up. need to have a smaller scope.
Great Content as Always Haz ❤️
For the camera go in the car blue print and add a box collision and put custom collision with block only camera
eyyyy 100th like! really good video btw
For the camera collision, you probably need to edit the 'trace channels' that it recognises - It's hard to explain specifically what to do, but it starts a default setting to respond/collide with scene components but not actors, so you need to set it to custom and add actors as a blocking channel (as opposed to overlap). You may also need to edit the car body/wheels hitbox too if that doesn't work because collision always prioritises the least blocking action between two objects. Again, great to see your game dev journey!
Side note, for your ghosting issue, try using other AA methods like FXAA - I believe the default is TSR and it still has some bugs. If you avoid the 'temporal' AA methods that use multiple frames to add detail you'll probably find a fix, and your game isn't photo-realistic enough to need anything too advanced. Hope this helps!
I used to watch you back in 2015. Now UA-cam recomended me again. Nice to see you are up and running with your content man.
i'd love to see some car improvement. maybe something like see-through windows and basic interior work (steering wheel and seats) and maybe some cosmetic options to choose from, like custom colors, wheels and paint jobs
I also made many racing games using the unreal engine and if you really want to use motion blur:
- Don't use the "mesh space ref pose -> wheel controller -> component to local -> output"
- Instead, use a custom animation by the variable you define just like forza horizon games do (you can see that after a given speed, wheels instantly change into a super-fast version!
P.S. = I believe they use a special shader for that but anyways 👍
There are 500 comments 😱
And also: In the spring arm details (the camera boom) please disable inherit roll. It looks and feels better if it is slow or none.
If you haven't done yet, adding a camera lag (for rotation only because in high velocities, the lag actually lags but in a bad way for some reason) will increase feeling.
Loving these game making videos
8:00 the dog ❤❤❤
Amazing stuff man! Really enjoying your game making journey. One piece of advice I would give you is with development reusing stuff is key. for example having that tunnel and the obstacles in it as separate and combining them in engine would mean making custom tunnels easier in the future or if you wanted those red obstacles in other places too.
One thing I will suggest that keep the polygon count as low as you can, like the pipe thing you modelled had a lot of pollygons. You can just create a simple cylinder with 8 polygons and subdivide it. This saves the performance
Yeah I will be focusing on learning that more, kinda like how the track was re-made. Just need to make sure the collisions work properly :)
something you should consider down the road is being able to host matches and make custom maps. i know that's far away from where you are now but i think a tackmania style game running on UE5 is something a good chunk of people want. love the progress! Great work!
Wow, this looks amazing! Can't wait to see the finished product!
Good job my brother I knew u had it in u ❤️
I have a suggestion!: If u want to release the game make it so the community can make a map for it too (mods) would make it way more fun!
I can see this going far. I can imagine it being a complete game by the end of this journey. Keep up the good work!
Ur really good at this! Keep going!
really enjoyed the first video, was happy to see you make a follow up, look forward to playing one day
To help with your centering issue, you want to export your blender model with the positioning relative to the axis. Select all the points in the cross section, move cursor to center of selected objects, and snap it to the axis, this immediately positions your model
I think it would be really cool for you to add some "slipage" or some "happytailage" to the car so it can be less of an arcade type racer, to more of a game that actually requires some skill to drive the car to its limits without losing time on corners or stuff like that. I think it would be really cool to make the direction of this game to be able to be speedrun... like Trackmania, I feel like it being able to be speedrun will add to the overall longevity of the game rather than it being just another YTber game that gets forgotten in a couple months.
Just my two cents...👌👌 Game is looking good so far BTW.
for that weird rotation thing, you can save a lot of time by going into blender, selecting the inner loop with an alt+click and pressing shift+S>cursor to selection, then right click in object mode and hit set origin to 3D cursor. When you re export the origin will be exactly in the middle and you dont have to eyeball it.
you should add slomotion for some big jumps and maybe areas in witch if you make a optional jump you will get a powerup for taking that optional route
FINALLY! I loved the last video so I’m SOOOOO happy you made a part 2! Please make this a series! 🙏
Also YOUR DOG IS ADORABLE!
Quick tip, higher F.O.V. makes you fell faster, the things on the edge of the screen pass by much quicker and so you feel that you are going at higher speeds. This may help with the feel of the game
Dudeee, this is awesome, maybe add a drift mode? so you can drift and race depending on what you like:)
I've been developing in Roblox Studio for 5 years due to having a low end laptop and just decided to start using UE5 with a better laptop. What you did with this game as a first time is going to take at least a week or two in Roblox and I so don't want to use it. It's absolutely amazing how you optimized the geometry of the spline track and fiddled with the car to optimize it for doing stunts. Very excited to learn more and start creating stuff above and beyond everything I've been making until now.
I can't wait to test it out , this is some awesome work in such a short time, awesome stuff
watched the first video about making a game and then i was hooked to your channel love it bro keep it up :)
it would be much cooler if the tunnels were longer , more difficult and more fun , anyways i love watching this kind of video it's so relaxing and satisfying at the same time
this is so amazing Erik, keep it up.
Really cool way of learning and what you have done is incredible. One thing that would be cool is if the roads were held up with supports and a crowd stands with people watching over to the side of the road as it it was some sort of racing event. Also a good way to make the car feel faster is by adjusting the FOV so when you are going faster the fov is bigger. If you have played minecraft you will know that when you put the FOV to quake pro you feel like you are moving really fast even though nothing is different. Good work I look forward to seeing how the game evolves.
yooo epic job dude, this series is giving you a lot of views!
i love watching this game development even if i dont know anything but you are such a good and entertaining youtuber thank you eric
I can't really wait to see how this game goes and does in the future, keep it up!!
omg cant wait to not have to deal with the "where can i play the racing game" questions all the time
But when can I play
@@Hazardous never
@@M1CK3Yhehe
Make a starter menu with the name of the game, a level system, select a car ect. But you unlock a car after every level maybe?
3:23 I know it’s not a Borzoi but it gives massive “Let me do it for you” energy
I know it's still early days, but looking at that spinning tunnel made me think, a cyberpunk / TRON styled track would go so hard especially with the look of the car
I love this mini series please make more, you gained a new subscriber :)
This game looks awesome. The fact that you didnt know anything about game developtment when you started is crazy
I’d love to see a series of the developing process! Keep up the good work!
You should add car customization if you haven't already like changing wheels, paint, tint, chamber, spoiler, led lights and head lights
Also you should add nitro and/or increased fov based on your speed
It’s a small Indy game. Not a AAA Title 😂😂😂😂 you clearly have absolutely zero idea how long it takes, and how hard adding 90% of the stuff you mentioned is.
@@mrtandemslidessbtt fr
Add a turbo boost button so you can get extra speed for jumps before and or mid air. Make the tail pipe shoot flames when you do it. This would make it possible to make more difficult stunt tracks where precise boost usage is necessary.
Also I think scaling the level up would make it feel cooler. Flying over massive amounts of badass terrain vs small fast technical jumps. Particularly too show up top speed fun and then handling skills for smaller technical jumps
For the centering of the origin of the pipe, what would've been easier is if you went into Blender, went to Object > Set Origin > Origin to Geometry. This puts it smack in the center of the object you've selected, and engines like Unreal and Unity will treat it as the center upon import, so no need to fiddle with adjusting the pivot.
the game actually looks very awesome keep the work on it and I really like the sun graphics but try to add more details to the maps like the past video
just fyi the easier way to fix the pivot is by placing the pivot where you want it in blender, then ones you export your mesh the pivot will be in the perfect place for you to use.
This looks like a legit competitor for Trackmania, keep it up, it looks fantastic!
Theres already zeepkist.
But yeah more competiton for trackmania is always good as rn it just feels like Nadeo has put all their focus on the stadium environmment which basically has been perfected since 2008 only adding in more blocks like plastic magnets and ice
Please keep making these update videos, super entertaining and satisfying to watch. Also some longer videos!!
U should put more obstacles in the tube and add the sausage somewhere around the map as an Easter egg and who ever finds it gets a cool vehicle or something
Just a small suggestion, if possible to add
Try making a part of the track so that it goes around its axis 360°. A gradual incline gradual bend, then upside down car, then another gradual bend to make the car normal, then a gradual decline slope to get the car on the track. It might take to do some tuning to the physics of the game, but do consider this. Game is coming out pretty good! Cheers!
“Build out this stunt island” you should call the game Stunt Island and build out a full large free roam island designed for doing stunts with little mini challenges dotted around the map to unlock new cars and paint jobs and things like that
I know that’s a little out of your skill set right now but a series developping this game into something worth paying for would be sick and could really help the grow the channel
This is looking sooo good!! Its like your own trackmania but not at the same time, anyways definitely gonna check this out!!!
Really cool to see your progress with the game, it's getting amazing. An idea for the game, it could use the multiverse concept, maybe go through some portals and change the whole scenario, I think that greatly increases the possibilities of obstacles. Not to mention the setting would be really cool.
8:00 man the dog is menacing
make the final jump way harder! if we can learn one thing from trackmania is that no matter how hard you make the game people will spend nights and days to figure out how to solve the puzzle. trust the gamer! :)
You should definitely turn it into a whole, complete game. It looks great.
If its a game of stunts you should keep touching the handling and landing mechanics all the time also the cam is a must. It should be supersmooth but looks amazing. I really want to play it :3 . Hotwheels games can be a good reference to the game. Keep the good work men you are awesome
to give a real sense of speed, you should make the fov increase and decrease accordingly with speed
If this will become a game for people to install, you could add a track builder for the players so they can create tracks on their own, even tho I know it would probably be hard but it would be fun.
Really liking your obstacle ideas so far! I would recommend making the track just a little wider, just so when more cars are added to the mix, it's not too cramped. This reminds me somewhat of some Hot Wheels and F-Zero games but A LOT of the Speed Racer (2008)'s Fuji Helexicon track. I suggest giving Speed Racer a look for some track inspiration!
you could add a noise texture on the track to switch between glossy and smooth. this could look cool while adding some texture to help with having something to gauge speed
It’d be interesting if u ended up making a stunt game on unreal maybe like a sequel to this one but with bikes cars etc