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Author Archives: AlecMoody

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Gameplay systems update

July 11, 2017 by AlecMoody

I am nearly finished with the first pass of prototype functionality. Here is a video of the current system in action:   This still needs a lot of polish and there are a few bugs. It’s possible for the bools to be in the wrong state if you swap parts in your hands while in […]

Categories: blueprint, gameplay systems

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Assembly and Disassembly update

July 7, 2017 by AlecMoody

I am almost finished with the basic systems for assembly and disassembly. Each car part is a child class with a new static mesh and target socket defined in the construction script. I also implemented the ability to pickup and drop sub objects in a blueprint. I am planning around a basic structure with 3 […]

Categories: blueprint, gameplay systems

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Metal fab- Firepit

July 4, 2017 by AlecMoody

I spent my 4th of July finishing up a fire pit for my backyard. It’s 3/16 plate and 14 gauge 1″ tube. The firepit is 38″ square and almost exactly 150lb. I had planned to paint it but I really liked how it looked halfway through removing mill scale with muriatic acid. I sprayed it […]

Categories: Fabrication, Uncategorized

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Free 3d scans

July 2, 2017 by AlecMoody

I am sharing low resolution copies of my 3d scans so that the aftermarket community can use them to develop new parts. I will continue to update this library as I make more scans. The files are in obj format with two different triangle counts. Download them for free on gumroad here: https://gumroad.com/alecmoody# Accuracy of […]

Categories: Art, Fabrication

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3d printed air intake design

July 1, 2017 by AlecMoody

I designed in this a few years ago and published it under a creative commons license so that people could print their own.  Here is some information I wrote back in 2014: Download here: Design The goal of this intake system is draw ambient air into the engine while getting close to ideal intake tract […]

Categories: Fabrication

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Learning blueprint – snapping and unsnapping parts

June 28, 2017 by AlecMoody

I have worked on Unreal engine games for years but haven’t done any scripting, kismet, or blueprint. My only programming knowledge comes from making text adventure games in Q basic almost 20 years ago. Fortunately, I am comfortable with node based shaders and, having worked in games for a long time, I understanding some of […]

Categories: gameplay systems

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Inexpensive Oculus tracking camera mounts

June 25, 2017 by AlecMoody

I designed these tracking camera mounts as an inexpensive solution for mounting Oculus tracking cameras. They’re available on shapeways without any markup–cost is just what shapeways charges to have them printed: https://www.shapeways.com/product/69ME6338C/oculus-rift-cv1-tracking-mount-economy You will need drywall anchors or wood screws to mount them. Print your own. Model direct download link: http://www.wrenchgame.com/econ_mount.zip

Categories: Fabrication • Tags: 3d printing, fabrication, vr

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VR racing simulator build

June 25, 2017 by AlecMoody

I got into virtual reality with a DK2 for a better racing simulator interface. VR provides spacial awareness and which translates into an intuitive understanding of distance and speed and it also encourages the player to practice looking where the car should go. The DK2 didn’t quite have the resolution necessary to resolve the track […]

Categories: Fabrication

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My art workflow – Why scanning?

June 24, 2017 by AlecMoody

When developers are building a car for a racing game they’re are primarily concerned with the body work and the interior. Some amount of effort goes into modeling the mechanicals of the car but those are only seen from suspension cams, when then the car flips, and they’re always shown in an assembled state. There […]

Categories: Art

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Art post

June 23, 2017 by AlecMoody

In video game development the most important props are referred to as hero props. Hero props are built in more detail–the artist is allowed extra time and resources to create higher quality art. Individual car parts would never be considered hero props under normal circumstances. For this game, however, I am approaching every part, no […]

Categories: Art

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