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Wreckfest

A demolition-derby racing game with deformable cars.

wreckfestgame.comApp Store2 sources2 tips

Where Wreckfest comes up2 episodes and tests

Gcreator of Game Maker's Toolkit testHow Games Do DestructionGcreator of Game Maker's Toolkit testThe Power of Video Game HUDs
In short

Wreckfest used soft body physics to deform the actual car model, so damage changes how cars handle and collide, while most racing games only show damage visually. The visible wreckage also shows how close a car is to being written off, so no health bar is needed. Lesson: let core mechanics and the objects themselves carry state, not separate meters or cosmetic effects.

At a glanceWreckfest crashes reshape the car, changing how it drives
  1. 1Build car from nodesStiff, spring-like beams join the nodes
  2. 2Collision yanks beamsConnected beams get pulled on impact
  3. 3Car model crumplesThe real model squishes and squashes
  4. 4Handling changesDamage alters how the car moves

From Game design note on Wreckfest

What was said about Wreckfest

  • Wreckfest deforms the real car model so damage changes how cars behave. Wreckfest uses soft body physics to squash the actual car model, so damage changes how the car moves and interacts with the environment. Most racing games only show damage visually.

    The general technique builds a vehicle from nodes joined by stiff, spring-like beams, so a collision yanks on connected beams and crumples the car. Shaders and textures can only show damage. The source says it can "literally squish and squash the model of the car to fundamentally change how the object moves". BeamNG.drive is named as another game that does this.

  • Wreckfest uses visible car damage instead of a health bar. The state of the car's body shows how close it is to being wrecked, so the game needs no separate meter. Players read their car's condition straight from the object.

    The source puts it as "you don't really need a health bar in Wreckfest to know how close your car is to being written off". It groups this with Mario's sprite size showing his health and Breath of the Wild signaling heat or cold without an indicator. The lesson is to carry state through the objects themselves where you can.

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