Space Dust Studios

Developer Blog

Page 3 of 6

Space Dust Racers hits Kickstarter

We’re thrilled to announce that you can now support Space Dust Racers on Kickstarter!

Limited early bird rewards are available now. Secure a copy of the game, put your pet in Space Dust Racers as a playable character, graffiti the Varkian universe, get exclusive backer-only content, or become a super early test pilot in our closed alpha and pre-alpha programs! There’s also a gorgeous limited edition art book up for grabs along with a completely original swingin’ soundtrack.

You can help us out heaps by sharing with your friends! Know someone who’d be excited about the game? Use the “Share this project” button at the top of the project page to tell them about it!

Thanks a lot for your support!

Space Dust Racers coming to GDC 2015 + latest video

As our friends at Unreal Engine recently announced, Space Dust Racers is coming to GDC March 4-6! Here’s our latest trailer showing what kind of mayhem you can expect in the GDC build.

We’ll be at the Unreal Engine booth, #1024 South, along with several other awesome developers using Unreal Engine. We’re looking forward to battling it out with you on Clawtopia!

Space Dust Racers – Development Update – November 2014

We’re back with another update and some pretty screenshots for Space Dust Racers. Wait, don’t I mean Space Dust Racing?

Space Dust Racers – A New Hope Logo (plus a slight name change too!)

Space Dust Racers Logo

After much discussion within the team, we felt that while racing is part of Space Dust Racers (in between the mayhem and carnage), the game is more about getting together with some chums, choosing a character, then systematically attempting to explode, bump, BBQ and shark-missile them into oblivion while trying to survive at the same time. It’s deathmatch on wheels, hence the focus on characters over the act of racing itself.

The name change also tied in nicely with a planned re-design of the logo, featured above.

Thanks to Film Victoria

Thank You Film Victoria

We also wanted to say thanks to Film Victoria for their continued support of Space Dust Racers and Victorian Game Development in general. We couldn’t make this game without their help and we are super appreciative!

Development Update

We’re currently working on an exciting new level for Space Dust Racers, however earlier this month the team worked on adding various weather and times of day to the Clawtopia level. Below are screenshots showing the original tropical morning plus the new clear night and thunderstorm versions.

SpaceDustRacers_Screenshot_21

SpaceDustRacers_Screenshot_18

SpaceDustRacers_Screenshot_13

SpaceDustRacers_Screenshot_11

SpaceDustRacers_Screenshot_07

SpaceDustRacers_Screenshot_09

Space Dust Racing – Gameplay Video – September 2014

The latest gameplay footage for Space Dust Racing is here! This video represents four months of total development time, and shows 6 players over 5 physical locations battling for supremacy in Clawtopia. Are we on the right track? (Ha!) Please help us spread the word by sharing with friends, and as always feel free to leave some feedback in the comments.

About Space Dust Racing

Space Dust Racing is a work-in-progress vehicular combat party game for up to 16 players, supporting local and online multiplayer. Cartoon competitors race on exotic planets, using weapon powerups to knock each other out and score points. Those that fall behind are eliminated until one survivor remains. Rounds repeat until a winner prevails!

Space Dust Racing (Unreal Engine 4) Arcade Vehicle Physics Tour

I’ve had a few people ask how we’re approaching our vehicle/car/kart/buggy physics (whatever you want to call them) for Space Dust Racing within Unreal Engine 4.

In this video I run through the general principles at a high level (no code, blueprints or formulas) to achieve our bouncy cartoon vehicle handling.

I start with a simple collision box, then add suspension, accelerating and braking, turning, traction, tweak the center of mass, add a visual mesh on top and finally show the end result.

The same principles can be used in any game engine with a physics component (Unity 3D, CryEngine etc). I hope you find it interesting!

« Older posts Newer posts »

© 2024 Space Dust Studios

Theme by Anders NorenUp ↑