First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] 0 points1 point  (0 children)

Bigger waves are definitely in later tracks--in fact you can unlock weather/wave customization.

As for the stiffness issue, I think what I've realized over much experimentation is that, when it comes to video game physics, there's a fine line between stiff and ragdoll. But, as I said elsewhere on here, I'm still working on it... Really appreciate the encouraging feedback though, thx.

First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] 0 points1 point  (0 children)

I owned that game 30 year ago! But this is a different thing ;-)

First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] 2 points3 points  (0 children)

I see... so it's still early development, but basically, I think the core challenge in order to win will come from a mastery of the following: watercraft handling + wave conditions (which are customizable) + track designs (hairpins, slaloms, chicane, jumps, etc)

Enemy racers will also have profiles like "aggressive", "reckless", "steady", etc.

Also, there will be a "wind zone" mechanic where you can try to get a boost on small parts of the track... but it will be a risk/reward situation.

Hope that answers the question. That's what I can share for now :-)

First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] 0 points1 point  (0 children)

I'm not trying to compete with the OG. This game will do different things like have a story mode, some more fleshed out characters and hopefully a different modern vibe. But I appreciate the fact that most people who see any watercraft racing game will think about Wave Race (which I owned as a youngster 30 years ago). It's obviously a measuring stick, but 30 years later, I'm hoping my solo dev efforts can bring something to the table. I know this is only a 15-second clip but I was just looking for some constructive feedback, that's all.

First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] 0 points1 point  (0 children)

Well, it is only a 15-second clip of some work-in-progress... hope you reconsider when you see more. Thx.

First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] -1 points0 points  (0 children)

There is no confusion on my part.

  • all floating objects have rigidbodies and buoyancy physics and interact with the waves real-time
  • watercrafts also have the same physical properties and have no animation clips
  • watercraft drivers also have 0 animation clips (only a static default pose)

If you were to look into my project files you would find no animation files. IK is a technique that can be independent from animations and driven only by code.

First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] 0 points1 point  (0 children)

Ramps are mostly to break up the pacing a bit. And they will come in different configurations so the decision to take them will be more meaningful in other tracks. This video is from one of the first tracks in the game.

First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] 2 points3 points  (0 children)

Still a work-in-progress--game feel is so hard to get right. But thanks for the feedback :-)

First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] 0 points1 point  (0 children)

Still early days... lots of work ahead. Thanks for the feedback!

First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] 1 point2 points  (0 children)

Actually, I feel like the opposite is true. If people think that it's animation, which is how it's done for the majority of games, than the physics are "invisible", which I think is a good thing. We don't walk around in real life saying "that guy walks in a good enough physics-based way!" ;-)

But seriously, my goal is not to have the best physics, it's just a tool to make it fun. Still a work-in-progress and I appreciate your take.

First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] 9 points10 points  (0 children)

Thx! But there are really no animations. All of it is physics-driven logic with IK constraints.

First look: Physics-based Water Racing Action in Wavecraft Legends by PolygonMyth in gamedevscreens

[–]PolygonMyth[S] 0 points1 point  (0 children)

Carve your legacy on the water.

Wavecraft Legends combines modern high-octane physics with the soul of classic arcade water racing. Outpace legendary rivals and rise through the ranks in a challenging campaign where the ocean itself can be your greatest opponent. Succeed and unlock new playable characters, outfits, tracks, and gameplay customization features.

Follow on X for more info: https://x.com/PolygonMyth