Bears Can't Drift! Game Dev Blog

Some screenies of the Arctic level!

Great shader work! Keep it up!

Are those trees the same mesh as the ones from the forest level? Is the snow buildup on the branches done through tessellation?

I love the ice walls that you made!

First of all, kudos on an amazing project! It looks really great and I’m looking forward to getting my hands on it!
I really like the ice wall shader, although I’d advise on giving them a darker blue color.
The sci-fi hub area looks great as well! Will there be other racing levels with a similar environment as well?
A problem I often encounter in games that allows you to port in to different worlds is that it’s not always overly apparent from a distance what type of level it is. I’m sure you’ve already thought of this, but I’d suggest the theme of the level to “seep out” into the world you’re in. For example, the immediate are around the portal to the ice world being covered in frost or the fire world being slightly charred with smoke around it (as to make it not just the portal itself).

Do the CCTV cameras simply latch on to the closest target and follow them, or do they latch on within a specific range and don’t let go until you’re out of range despite other players being closer?
Other than that I don’t think I have much feedback to give that you haven’t already thought about or are currently working on.

Seriously good work here! Keep at it!

Thanks for the feedback guys, everyone has been so positive about this project! It really helps to keep me motivated. I will be sure to post up a few keys on this blog once the game is released as a thank you! :smiley: The trees are the same in the forest level with a few minor touches, the texture is darker and desaturated. I’,m afraid there is nothing clever about the snow on them through. Its just a mesh that I made for them, no shader magic this time.

I will tweak the ice shader to get a better contrast :smiley:

The sci-fi hub world is unique in the game, it is only used to transition between themes.

The hub world will have the themes “seeping out” as you put. The forest theme will have roots, mushrooms and dirt coming through in the final version. The other themes will have a similar effect.

At the moment they lock onto the first thing they see and ignore others until they are out of range, I plan on fixing this in later versions.

Thanks for the mountain of feedback :smiley:

Sorry I haven’t posted in a while. I have been working on other areas of the game that are important to the game but can’t really be shown. I am in that stage of development where its lots of tiny tweaks. Will hopefully have something to show soon :smiley:

I’ve been following the development for a while and it helped keeping me motivated as well :slight_smile: It’s always great seeing great things coming out from small developers!
How far are you with the production btw?

Thanks AdranLazar, I really like the art style of planet alpha 31! Glad I could motivate :stuck_out_tongue: Production wise I am at the stage where most of the stuff is in but now I it all needs to be tweaked, polished and refined. I much prefer the first bit where I blitz through and get everything up and running :stuck_out_tongue: I am aiming to release towards the end of May 2015. Ended up doing a hedgehog for the shield pickup.

Thats no moon! oh no wait it is.


New video up!
Demonstration of the new Difficulty select menu. Inspired by Quake, there are three paths too choose from. Easy, Medium and Hard. An icon will come up to tell you which game mode you have chosen.

Demonstration of the new Pause menu, still in development using UMG. Using the gamepad you can add players. replay maps and quit. Let me know what you think. UMG feels like the most underdeveloped part of Unreal that I have used so far, I really had to fight it to get it to work. Managed to get it working in the end though :smiley:

=KC3nkXdgo48

This game looks so much fun, if you find some time to write up some feedback on UMG I’ll definitely read it.

Wow ! Great art and feeling on the gameplay videos.

Keep working.

@NickDarnell, glad you like it! I have sent a demo through the unreal dev grant if you want to try it out :smiley: I will try to find time to write up as you said. I am in 4.6 though so some of the issues I am having may already be fixed in 4.7
@Rudse Thanks, will do :smiley:

@NickDarnell: As requested some of the problems I ran into with UMG. I have only just started it so some of these issue could just be user error.

Minor

  • No option to preview animation in editor
  • Object naming is difficult (Can’t use F2)
  • No reverse animation node
  • No Curves for animation

Major

  • Changes to animation don’t update until I restart Unreal. (Changing length of an animation)
  • Deleted assets sometimes remain in scene.
  • Can’t name a new asset the same as a previously deleted asset. Both animation and object.
  • Moving an object with animations can break animation (By break I mean when animation is played, the item snaps back to the original point. Sometimes doesn’t happen until after compile)
  • Undo sometimes breaks animation (By break I mean. Animation creates a duplicate of the asset with no animations, this object can’t be selected or deleted until Unreal is reset.)
  • Clicking and dragging an image causes it to jump. (really annoying when trying to precisely position assets)
  • Widget stays after opening new level. Can’t remove it after. (Trying to create a loading screen. So I want it to be the last image that is held when the game freezes)
  • UMG is off center in game but perfect in editor.

I also have an Request list :stuck_out_tongue:

Run a loading video or icon between levels (Requirement for consoles to having moving component on loading screen)
“Remove player” blueprint node
Detect when gamepads are unplugged
Detect unasigned gamepads for drop in drop out multiplayer
Bake lighting for individual levels (level streaming)

Obviously bears CAN drift

Great, thanks AzzaMat, a few of those were fixed in 4.7, even more so in the upcoming 4.8. I’ve forwarded your animation feedback to our developer working on Sequencer.

This is absolutely fantastic looking game. Reminds me a lot of Wacky Wheels, in a very positive way :slight_smile:

hey everyone! new update :D. Working on the second tier weapons. First up!

Mushroom Pop ups. A number of mushrooms pop up along the track in front of the top 2 players obstructing their path.

Second

Salmon Mortar
Salmon rockets rain down from the sky knocking anything that gets in the way.

Ha ha ha, love the smoke effect on the Salmon Mortar!

Found a musician to work on the soundtrack and sfx for the game! Hopefully should have something for you guys to listen to soon. :smiley:

Thanks New track is almost done, doing a video to show it off now For now have a new tire.

Also saw the news about the dev grants! I’m actually going to have a marketing budget now :stuck_out_tongue:
https://www.unrealengine.com/blog/ep…eal-dev-grants