Mintrocket, known for its work on independent titles, has shared details about Wakerunners, a top-down team combat game. The title, originally developed under the name Project: TB, uses Unreal Engine 4 as its foundation. However, the real technical challenge lies in implementing a custom acceleration physics system, designed to generate a constant sense of speed that breaks away from traditional genre mechanics.
Implementation of kinematic physics and custom simulation 🎮
To achieve the desired fluidity, the Mintrocket team has modified the default physics engine of Unreal Engine 4. Instead of relying solely on standard impulse and friction systems, custom simulation tools were created to manage each character's inertia and acceleration in real-time. These tools allow movement to feel neither jerky nor abruptly halted, maintaining a constant flow even during combat. Level design has been adapted to this system, prioritizing open spaces and travel routes that avoid obstacles which could interrupt the acceleration rhythm, forcing players to plan their trajectories.
The challenge of constant speed in combat design ⚡
The decision to prioritize constant speed over precise control presents an interesting technical dilemma. While the top-down camera facilitates battlefield visibility, the custom acceleration physics require developers to carefully balance player reaction time with character inertia. Mintrocket demonstrates that, for certain genres, moving away from a graphics engine's predefined solutions can be key to offering a unique gaming experience, even if this entails more simulation and backend adjustment work.
How was the acceleration and sliding system implemented in Wakerunners to achieve a smooth and controllable sense of speed in team combat using Unreal Engine 4?
(PS: game jams are like weddings: everyone is happy, no one sleeps, and you end up crying)