
A demolition-derby racing game with deformable cars.
Gcreator of Game Maker's Toolkit testHow Games Do Destruction
Gcreator of Game Maker's Toolkit testThe Power of Video Game HUDsWreckfest 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.
From Game design note on 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.
Squashes the actual car model with soft body physics, so damage changes how cars interact with the environment.
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.
A car's visible body damage shows how close it is to being written off, so it needs no health bar.
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.
GamesA Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.
GamesNintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.
GamesA major video game publisher and the guest's employer.
A puzzle platformer where you escape a factory using a magnet and a magnetic field.
GamesAn open world action game where you recruit and play any of London's citizens.
GamesA combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.
Mark Brown's first game, a puzzle game he made while learning Unity.
GamesA first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.