Crushing Cars - Devlog 5 (PS1.5 style game)

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this is the new and improved damage system [Music] the paint peeling is actually baked in the texture i wanted to clarify that because some people thought it's a dynamic effect unfortunately it's not in my last devlog i bragged about the damage system i had implemented and you seem to really like it so why would i spend so much time redoing it and what's the difference well the old system used more of targets to deform different parts of the vehicle and while it wasn't very accurate i was satisfied with the result after all this is supposed to be a low pulley retro style game so the impact in accuracy wasn't the problem the real issue was that morph targets don't update the complex collision or at least i couldn't figure out how to make it work this means that bullet hole decals would be either broken or i'd have to get rid of them completely and these seem like two terrible options luckily unreal engine supports procedural meshes on the left is a plain old static mesh and on the right is a procedural mesh they look the same except i can modify the procedural mesh any way i want in the editor and at run time just look at these vertex colors wow wow indeed so the procedural mesh component fixes the collision issues sort of while it updates the complex collision to match the new shape of the vehicle it breaks the collision newbies so i made a function that calculates the correct collision you use on the fly the next advantage of using a procedural mesh is that i can update a simple collision at runtime this helps to sell the effect that the shape of the vehicle has been deformed and that it's not just a visual trick i use these 3d widgets to create a simple collision mesh this needs to be done only once for each vehicle and for one side only so even though it looks tedious it's actually not that bad the cool thing about this is that these vertices will be used to update the collision mesh so i don't have to manually figure out what the new shape should look like after an impact unfortunately because of the way conor exclusion works i have to use two different collision meshes and finally the last reason why procedural meshes rock is that i can update vertex colors at runtime you can't do that with static or skeletal meshes which is a shame because that would open up so many possibilities the old system also used vertex colors to reveal the damaged areas but the painting had to be done in the editor and it couldn't be modified at runtime the new system makes it more satisfying to crash the car even if it makes the game feel and look less retro it's been more than three months since my last vlog so what else have i been up to well i updated this van some of you might remember it from a while ago i changed the model a bit and completely retextured it it's ready for a stress test [Music] i added bullet damage support different parts of the car will react differently [Music] improved the tire marks and then broke them that's why there aren't any in this video i'm still looking for the best way of doing them and i updated the car lights by the way some of these clips are from my discord server i post smaller updates more often there so join if you're a fan of this project you
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Channel: Marcis
Views: 39,143
Rating: undefined out of 5
Keywords: devlog, ue4, game devlog, psx shader ue4, ps1 graphics ue4, psxfx, psxfx ue4, game development, indie game, indie game devlog, indie devlog, ue4 devlog, ps1, psx, ps1.5, retro style game, low poly, unreal engine, retro graphics, 90s style game, driver 2, driv3r, vertex lighting, vertex jitter, ps1 vertex jitter, devlog 2021, retro shader, psx shader, psone, devlog game, devlog unreal engine, heist game, playstation, fps game
Id: yBN-9usRgI4
Channel Id: undefined
Length: 4min 45sec (285 seconds)
Published: Sat Sep 04 2021
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