Race Wars in 2026
What's happening with Race Wars in 2026?
No more unreal engine
I have moved to using Godot. After fighting with the behemoth that is Unreal Engine for a very long time. I finally decided to move to a lighter weight engine.
Godot also has benefits like being open source, no licensing concerns, and a much smaller footprint.
This has involved starting from scratch in terms of a game repo. But bringing along all the lessons learnt in building Race Wars in Unreal Engine.
Due to this I have managed to claw back a lot of progress and have made amazing progress in a short amount of time.
Proof in the making of the pudding
Here is a quick video of a playtest made recently. Showing myself and a friend playing through an early build of the game. It was a surprising amount of fun for such an early build and gives me lots of hope for the future to come.
Something I hadn't nutted out previously was exactly what my gameplay loop was going to look like. I knew what I wanted from a physics perspective, but I didn't exactly know what my game was going to be.
Hows my car model coming along?
Well you can see in the video above, it has been mostly finished. It was a very successful endeavour and I have gone on to make most of the assets you see in the video above. There are still some purchased third party assets (namely the traffic cars and some of the other playable cars at this stage). But I am getting better all the time. As they say, practice makes perfect.
So where are we at now?
Currently rapidly progressing the gameplay loop and features. We are having some trouble with the engine, some performance issues. But the deterministic netcode is holding up incredibly well which makes racing around with your mates awesome and very reliable.
What's next?
Work will continue towards hopefully a playable demo that I will be able to release to the public through my steam store. Until then, I'll keep posting updates when there is something to share.
_Peteyyy