The video showcases various mechanics, including high-speed racing, combat features, and player interactions.
The environment is brought from an older Unreal Engine 4 template showcasing Chaos Physics driving and was ported into Unreal Engine 5.3 to act as the basis for the game.
It had reminded me of the environments from the source material (StarWars Tatooine) and other sandy areas and as such i had picked it out of convenience.
The checkpoint system automatically lays out positions alongside a spline stretching through the map.
There are various collectable upgrades placed around the map, collecting them gives the player the ability to activate or use various abilities.
There are primarily two types of upgrades which are collected:.
Sound design is an integral part of the experience. Hovercraft audio is tied to the player’s speed, with variable smoothed pitch and volume adjustments that react in real-time to provide an immersive auditory experience.
The game features various reactive and dynamic visual effects such as:
The game features a day/night and weather cycle which includes various states, dust, rain, fog, clear and cloudy weather. which is powered by the industry leading UltraDynamicSky system.
Each hovercraft is physically simulated with server-authoritative principles to ensure smooth and consistent movement. The physics-based movement system ensures:
During the entire race, you can see your place # on the leaderboard.
Upon completing the race, players are put into spectate mode to watch their competition.