BigguyDev
1.1K posts

BigguyDev
@BigGuyCode
working on a game called Busted Metal.
Beigetreten Haziran 2015
74 Folgt2.3K Follower

Check your six. Never know what the city is hiding from you.
Step into a world with one rule: ‘Chaos Above All’ and watch the #DEFECT EXTENDED trailer.
Wishlist today: linktr.ee/playdefect
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@nicbarkeragain 100%. This is the same approach I've had for a few years now. Redoing system from scratch is the best way to see how horribly things were built to begin with. When working on new problems and systems, you're never going to make a perfect or even great solution on your first try.
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@JussiKemppainen Yeah same. Hmm, maybe its a good idea to switch to mesh patches. Any approach you'd recommend?
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@BigGuyCode Well I do exactly that and it’s not bad. And my terrain mesges do not even exist on disk. They are generated on the fly.
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Here is my game's mesh blending feature in action #indiegamedev #gamedev
Jussi Kemppainen | Drivers of the Apocalypse@JussiKemppainen
Dev day 382: I ported mesh blending to Unity 6 The effect has been making its rounds online for Unreal and I WANTED IT FOR UNITY! and Finally I have it in my game. It is so nice to get rid of the nasty seams in my procedural mesh based world! #wishlistwednesday #VFX #UNITY
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@JussiKemppainen Oh I see, that's cool. Unity's Terrain System leaves a lot to be desired tbh.. I've been thinking about taking the final step towards making it use mesh patches.. I was just worried it'd be less-performant to deform mesh patches dynamically for explosion craters etc
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@BigGuyCode I have not tested this with terrain at all. My terrain is procedurally generated as mesh patches. So that you can drive on for ever and ever.
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@zKassaiAudio Depends on the projectile type. Heat seeking missiles have a higher ratio, regular bullets have a much smaller ratio so that they hit where you're aiming.
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@BigGuyCode ooh, interesting! What's that value set to, currently?
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not sure how feasible a 50 car race battle is.. or if it's going to be too chaotic for people
#gamedev #IndieGameDev
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@zKassaiAudio Yeah there is a value on projectiles that indicates how much of the car speed is added to the projectiles speed. Only problem is, if you add too much of the cars speed then you no longer will hit what you're aiming at as it will be offset further as it moves forward
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@BigGuyCode I imagined!
Out of curiosity, for this kinda game, would it be too finnicky/not worth it to make the bullet speed relative to the car that shoots it?
i.e something like
bulletSpeed = car.currentSpeed + bulletBaseSpeed
?
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@marciogameaudio Thanks! Planning to release in first half of 2026
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@BigGuyCode Hello, how are you? The game mechanics are really cool, congratulations! Do you have a release date planned?
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@BigGuyCode Makes me wonder if theoretically a car could go fast enough to make the bullet seem slow... 😂 Has that happened at some point during development?
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@zKassaiAudio Bullets/Missiles are projectiles that use raycasts/sphere-casts. Projectiles can have different modules for heat-seeking etc attached to them
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@BigGuyCode ...that's a LOT of speed, wow. Are the bullets objects, or hitscan? it LOOKS like projectiles but I'm not sure
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@mrcaleidon I agree completely. Controlled chaos is the mission statement of this game. The AI will be quite formidable for sure. The car opponents will be able to do all the same move-sets that you'll have at your disposal
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The sense of speed and impact here is off the charts!
I think that this AI update is a perfect example of a feature directly serving the core player fantasy, which isn't just "win the race," it's "survive the beautiful and explosive chaos!"
Smarter, more unpredictable AI is what generates those unforgettable, shareable moments of mayhem. That’s what will make this stand out.
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@BigGuyCode that's look really fun, do you have any plan on when it will released yet?
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@kofiro222 They choose. Right now randomly, but in future itll be based on car stats + route types
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@BigGuyCode This looks really fun!!
How do the ai cars decide what path to take? Is it random decision-making?
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@BigGuyCode I say, leave it up to the player. If the player wants a 500 car race at 6fps I say let em fuck around and find out
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@BigGuyCode The drifting part felt amazing, and the sense of speed... it is already lloks and feels mindblowing
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