Adding some juicy driving to my game in GODOT

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I'm back boys and gals and just as promised in this video we are starting to strip down the mechanics of my new game taxi Wars the name is still in progress by the way I have a Discord where you can come and share your ideas for this or if you just want to mock my existence you do you but this is guaranteed one of the nicest communities out there for all the first timers here welcome welcome but I'm not responsible for any type of brain damage you might get from watching these videos okay and if you still accept to these terms and conditions and you are interested I'm making a 3D shooter SL driving game in Gau in the game you act as an owner of a taxi company where you have to expand your business across town delivering customers and buying new buildings and preferably deleting the competition while you're at it if you know what I mean but but don't forget that the competition probably won't hesitate deleting you if they have the chance as well there is a time limit to the game so the company with the most city area conquered at the end wins this is the main idea for the game Loop of course it can still go through some changes with time but that is also why the comment section and the Discord server exist on the last video I just gave a brief explanation of what I was doing with the new game but I didn't go too much deep with the actual systems running on it and this is what this video is going to start off we will be covering how the vehicles are working and the future implementations for them I'm not going to show you the basic process of creating and moving a character because I already covered that in the other game and there is not that much of a difference to this one the only change is that right now the player rotates according to the mouse position except when we are rotating the camera if so on release we lurp the character rotation to the ACT ual Mouse position so it doesn't transition immediately like a snap the next step in the project was the vehicle system that's why I'm going to cover this on this video since I already had designed a bunch of vehicles in Kenny's AET Forge I started looking up ways to implement the driving mechanic in my game first thing that showed up was the House resident the vehicle body 3D node and I got to say it kind of sucks he so bad don't get me wrong if we are not controlling the vehicle in my opinion this node works just fine if you have just cars moving around your world or something the node serves its purpose but if you are controlling the vehicle it doesn't feel good [Music] overall I was trying to find other Solutions and that's when I found out that some people were making their own custom vehicle physics using a rigid body and Ray ass to use them as suspension so as a good game developer I sat through some tutorials and I found the Golden One the system is built with a main rigid body node that will act as our vehicle body and four Ray cast for each wheel attached to it and it works like this for the suspension the raycasts according to the values of damping spring length Etc will apply forces to keep them at the original defined distance this way we can get each wheel reacting to the environment and dependent L and applying forces accordingly already giving us a close to real suspension system for the acceleration we are considering if the wheels are rear or front wheels if they are rear wheels they will handle acceleration or in this case they will apply force in our vehicle so that it can be pushed forward or backwards giving us a sense of acceleration the front wheels will handle steering and how much we can steer the vehicle after acceleration when we are turning all Wheels apply forces to the direction we are turning uh if you really want a deep dive in this system I suggest you take a look at the original video where you can better explain the code and how it is scripted actually I'm super thankful because this solution was just great and the overall feeling of it it's already so much better compared to the old typical vehicle body 3D node and because I'm really good at following instructions I also install the same plugin as in so that we can debug our forces that are being applied to the vehicle so as we can see green arrows are the forces of the suspensions these will keep the wheels reacting to the environment and keep the car up in position the orange arrows are the forces of acceleration of our vehicle and the blue arrows are the directional forces for the vehicle to steer correctly and this way we have a template for every vehicle that we need to create for our game we just need to add the actual 3D model of our vehicle move the wheels to be Children of the respective rcast adjust our values according the vehicle we have such as power weight steering angle front and back tire grip suspension resting distance suspension strength you get the picture we have almost full control over how the vehicle and forces are acting and I'm loving it after the basic driving I added a drifting system which basically changes the back tires grip to near zero and reduces the acceleration over time it can still take some tweaks but with some particles triggering along with it it already feels juicy enough to keep on developing other systems for now oh and the particles are just two different systems with slightly different tones of smoke this way we have a gray one that sticks to the wheel and a darker one that serves as a trail and for the overall thoughts this system is perfect for what I need since the player is controlling these vehicles and they will interact with basically everything in the world the goal was to make it the more fun that I could and there is no more fun that physics right the game will have two types of vehicles the ones belonging to the taxi company super well described due to the amazing 3D modeling and these ones you can buy for your company so as soon as you unlock the vehicle your employees will use them to pick up customers these vehicles you can purchase them through your taxi Central Station then we have the unidentified ones here you can find all the models from Sports to Big vs and I will probably come up with more vehicles in the meantime these vehicles will be restricted to player use and you can save them in garages that you buy around the city more on that on another video you can use them to deliver customers or even to raid another company these vehicles will be available on car dealerships across the city and of course they will be customizable from color to some small extras or details and since I didn't show you guys my building process in acid Forge I'm going to take you guys on a quick fastpaced process of me modeling our car dealership to implement in a game so sit back and enjoy the ride e e e e e after modeling the building I usually just go quickly to blender to export some 3D letters so that we can identify the type of building after exporting I just put them in my custom blocks folder of asset Forge and I can place it color the letters the way I want to after this whole process is done we are ready to import our building into good and that was it guys let me know what did you think in the comments if you like these types of videos or you just prefer a bit of a showcasing of the features and not so more on the technical side I guess thank you all for joining and watching this Dev Vlog is Until the End see y'all later
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Channel: Deez Gamez
Views: 1,084
Rating: undefined out of 5
Keywords: godot, godot 4, godot engine, godot 3d, godot4, make a game, make 3d game, 3d game, shooter game, driving game, game dev, taxi game, indie game, game development, unity
Id: BSrk29_Xbl8
Channel Id: undefined
Length: 12min 7sec (727 seconds)
Published: Wed Jun 05 2024
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