Devlogs
Exoterra v0.2.2
Posted December 10, 2024 by ZombieBunnyGames
#Racing #Unreal Engine #UE5 #Hovercar #Podracing #Open World
I’m excited to share the latest updates and improvements for Exoterra on Patreon. Here’s what’s new in this paid build:
Engine Update
- The game has been updated to Unreal Engine 5.5, which introduces a new feature called Mega Lights. This allows for many light sources in a scene without impacting performance.
- Using Mega Lights, I’ve added actual lights on top of the emissive materials in tunnels, creating a much better lighting effect.
Racing Overhaul
- All races have been transferred to the open world map, and previous race maps have been removed. This has reduced the game size significantly.
- You can now drive to any race start location on the map to begin a race—no need to transition back to Kaitlin to use the console. Alternatively, use the number keys (1–>9, 0) to activate any race from anywhere.
- A new race manager has been implemented, handling races, spawning opponents, and checkpoints.
- The race blueprints have been reworked, allowing for more opponents in races.
- As a test, the Summit Sprint and Highway Sprint races have alternate versions for 8 and 12 racers. You can activate these races using keys 7, 8, 9, or 0 on the keyboard, or load them from the console as Kaitlin. Note: The additional test opponents currently use a generic gray material.
- The player pin on the progress bar now shows your current position during races.
Vehicle Improvements
- Hovercar: Slower deceleration when releasing the throttle or braking. Fixed the twitchy turning at low speeds (as a side effect, reversing is very slow). Added a script to align the hovercar to the surface beneath it, making it harder to flip during collisions.
- BFRV: The BFRV now leaves skid marks when it loses traction and you can now use the handbrake for sharp turns.
Saving System Update
- The save system has been overhauled. As a result, all race times and some settings will be lost.