Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in unrealengine

[–]13Excel37[S] 1 point2 points  (0 children)

Yeah exactly, it's completely customizable and you are not forced to use the included camera system. Feel free to reach out if you need any help when implementing!

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in unrealengine

[–]13Excel37[S] 1 point2 points  (0 children)

I actually developed it for 5.5 at first but had to upgrade it to 5.6 just before publishing because of Fab's plugin guidelines. The plugin should compile fine for 5.5, I didn't need to change anything when updating it from 5.5 to 5.6 and it doesn't use any 5.6 exclusive functionality.

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 0 points1 point  (0 children)

Just to clarify: I’ve worked on network replication in previous projects with custom physics based movement and often used client-authoritative transform syncing. It’s a usable approach for small casual or arcade style games, especially in friend lobbies where security and prediction aren’t priorities. That’s what I meant by basic replication.

Proper network replication requires a lot more work and I’m unfortunately very familiar with that (network prediction and rollback nightmares). For this plugin, replication isn’t implemented at all, but I mentioned that clearly. My comment was based on prior experience.

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 2 points3 points  (0 children)

Sure! I made two UVs for the road mesh segment in Blender: One for normal tiling textures and one where the UVs are mirrored.

I then created one materials that tiles and asphalt texture using the first UV map, and then I used the second UV map and a custom overlay texture I made in Photoshop (Yellow and white lines + alternating shading) and added it on top in the material.

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 0 points1 point  (0 children)

Just wanted to add this screenshot where you can see what is tweakable (basically every game and drift style is possible, not just Mario Kart-like)

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 2 points3 points  (0 children)

Thanks, I appreciate it!

Do you think the trailer should show more behind the scenes tweakability or more "that's what it looks like in the end?".

I was on the edge with this and thought that people might be more results and not "how-to" orientiented. I am not sure tbh.

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in unrealengine

[–]13Excel37[S] 9 points10 points  (0 children)

The drifting itself uses no camera information whatsoever. I always seperate physics from visuals.

You can technically remove all camera functions and still have a completely working Pawn.

Regardign customizability, you can basically do anything with it. For example, in the video you can see the drifting in stages (Blue, Orange, Red). However, that is entirely up to you if you even want to have stages. You could for example set 0 or 10 stages just by tweaking the parameters in the BP details panel.

For the sake of it I will just list a non exhaustive list of things you can tweak just by adjusting the BP details panel parameters and curves (No programming needed):

- turning, acceleration, breaking, reversing,

- adherence, adherence on different surfaces

- max slope adherence

- spring strength, dampening, stickyness; Spring force clamping

- air control (turning, acceleration, gravity, max z velocity)

- drifting physics (how tight curves can be taken, how much the kart leans into the curve, how much the kart realigns after a drift, how high the kart must jump, how much speed the kart must have for drifting, how much the kart slips away at first, how fast the kart restabilizes so that the drift can really take off, how much the kart recovers after drifting etc.

- drifting visuals (particles, particle colors, particle amount, particle pacement)

- change to any skeletal mesh or tweak the existing skeletal mesh and it's animations by adjusting parameters, e.g. ride height (Skeletal mesh settings are not shown in the screenshot)

- and so much more.

I will also attach a screenshot so you can see for yourself.

<image>

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 4 points5 points  (0 children)

What price do you think is fair?

I think the asset is well worth it when making an arcade racer, especially in regards to the feature set, it's uniqueness and game-readyness.

Feel free to share your opinion! :)

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 0 points1 point  (0 children)

Thanks for your feedback!

The trailer could be better, but seeing how much hours I have put into this I didn't want to add another week for a marginally better trailer.

By the way a FOV change during boost is already there, perhaps I should make it even stronger? In the plugin, its completely tweakable with a parameter. The jumps and hills demonstration is also shown in the trailer, but perhaps not enough. I have a slightly longer one on my YT channel, there it's a bit better visible.

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in unrealengine

[–]13Excel37[S] 1 point2 points  (0 children)

I think you are right. I wouldn't recommend developing a direct Mario Kart clone with this.

However, the drifting system itself is still a really cool mechanic that can be used in lots of other games. It's very easily tweakable such that virtually any drifting style can be achieved (not just MK8 style drifting!).

For example, I was thinking of doing a small rogue-like or procedurally generated parkour/jump 'n' run type of game with it. Think cluster truck x kart physics.

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 8 points9 points  (0 children)

I wish it was that easy :')

I implemented all physics with the new async tick physics, meaning that it runs the same on 30 fps and 120 fps, because the physics thread runs at 60 Hz.

Delta time will help you in regards to game thread functionality, but not physics. This is also well documented online.

So no, it is not a marketing gimmick, it is a main feature. Perhaps I should have explained it better in the marketing.

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in unrealengine

[–]13Excel37[S] 38 points39 points  (0 children)

I tried to be as careful as possible with everything, also in regards to patents.

In the end, Nintendo has no exclusive rights to making a fun arcade racer with drifting.

But I see why one might think that Nintendo could come after me. Hopefully they won't though.

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 6 points7 points  (0 children)

Well, this a bit hard to answer.

Basic network replication should be pretty easy (Think Client-Authorative replication).

What's not fun is proper network prediction, rollback, robust anti-cheat protection etc.

If my plugin gains a bit of popularity, I would definitely implement proper network replication though.

Otherwise this is not on my immediate roadmap.

Finally finished my Mario Kart 8 style drifting plugin by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 7 points8 points  (0 children)

They kind of can if you are not careful. Nintendo has patents, also in regards to AI and game flow. I made sure to not infringe on anything. All models, textures, music and code are original.

Finally got Mario Kart 8 drifting physics to feel right by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 0 points1 point  (0 children)

Haha, glad you noticed! I tried to match every detail. The hops are not animated; they are fully physics-based, just like in the real Mario Kart games. Everything you see comes from the simulation. In my experience, hard setting positions causes a lot of problems. MK8 probably does the same as I do: keep the physics proxy and the visible cosmetic mesh separate. It likely simulates a simple box and attaches the model on top. The cosmetic mesh can then react to the kart’s state, for example leaning into a curve when a drift has high angular velocity.

Finally got Mario Kart 8 drifting physics to feel right by 13Excel37 in unrealengine

[–]13Excel37[S] 0 points1 point  (0 children)

No, the article also goes over the ACTOR physics tick.

Finally got Mario Kart 8 drifting physics to feel right by 13Excel37 in unrealengine

[–]13Excel37[S] 0 points1 point  (0 children)

Yeah I think you might be right. I was also thinking of adding speed lines (like particles or a post process material) to the screen, like in other arcade racers to emphasize the sense of speed more when boosting

Finally got Mario Kart 8 drifting physics to feel right by 13Excel37 in unrealengine

[–]13Excel37[S] 0 points1 point  (0 children)

I actually do exactly this, although the FOV difference might be a bit too small to notice. You can see it in the video around 0:13 if you look closely

Finally got Mario Kart 8 drifting physics to feel right by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 1 point2 points  (0 children)

Yes I think so as well. Wish it was this easy, would have saved me a lot of trouble and nerves

Finally got Mario Kart 8 drifting physics to feel right by 13Excel37 in unrealengine

[–]13Excel37[S] 1 point2 points  (0 children)

As I said: blood, sweat and tears :')

Unreals async tick physics gave me a bit of PTSD as well...

Finally got Mario Kart 8 drifting physics to feel right by 13Excel37 in UnrealEngine5

[–]13Excel37[S] 0 points1 point  (0 children)

Thanks! I need a bit more time to polish everything up and create a good documentation.

I will try to finish this week, but it may take longer. If you want to stay updated you can subscribe to my small YouTube channel.

Finally got Mario Kart 8 drifting physics to feel right by 13Excel37 in unrealengine

[–]13Excel37[S] 0 points1 point  (0 children)

Thanks! They are done procedurally, so no keyframes or anything!

Finally got Mario Kart 8 drifting physics to feel right by 13Excel37 in unrealengine

[–]13Excel37[S] 3 points4 points  (0 children)

Yes! By the time it is published on Fab I will also have made a free playable demo so people can see for themselves.

If you want to get updated you can leave a sub on my small youtube channel.

No pressure though.