#Realistic Car Handling and Physics

20 messages · Page 1 of 1 (latest)

mellow dawn
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I believe realistic vehicle physics would be a major strength for Ardem and could greatly enhance player immersion. Implementing physics that closely resemble real life behaviour would make driving feel more natural, responsive, and rewarding. Games like BeamNG demonstrate how detailed physics systems can create a deeper, more engaging experience by making vehicle behavior feel authentic rather than scripted.

In my opinion, in any game that features drivable vehicles, handling plays a critical role in immersion. When vehicles respond realistically to player input, terrain, and environmental conditions, players become more invested in the experience. SnowRunner is a great example of this as its driving mechanics make players feel the weight, traction, and resistance of the environment, turning movement itself into meaningful gameplay. Winching should be considered too as it would be interesting to use in situations where your other vehicle is out of fuel or simply stuck in water or mud.

It would be exciting to see vehicles in Ardem handle differently based on factors such as different types of tires, surface type, suspension behaviour and overall vehicle weight. Differences between vehicles should be noticeable, encouraging players to adapt their driving style depending on what they are using and where they are driving.

Overall, focusing on vehicle realism could significantly elevate Ardem’s gameplay. A well designed physics system can make the game feel less like an arcade experience and more like a simulator, where players must pay attention to their actions and drive thoughtfully. This level of realism would not only improve immersion but also help Ardem stand out as a more grounded and engaging experience. 🙂

ripe frigate
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Absolute Cinema. We need this shit.... This alone would blow this game up like crazy i swear to God please add this.

sterile sorrel
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yess

gleaming lodge
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I think i heard or saw somewhere that this game has some inspiration from mud runner so i think we will have some kind of good car handling.

azure siren
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I like manual driving in DayZ, and where some have automatic, and are armored I love that you can add mostly anything to that game in mods too. But yeah it docent hurt to have realism on vehicles. Survival Games need it.

ancient cove
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I am not aware of any multiplayer game except maybe GTA that features truly realistic car physics. It would be great, but it is unrealistic to expect a small indie team to build something meaningful in less than 4-6 months, especially while developing an entire game in parallel.

azure siren
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To be honest i dont think this post is going to be realized here is why:

  1. They allready posted cars that seems pretty detailed. To have a car in example the camper van get destroyed like the pictures above at the same time that is has the features like all the rooms, curtains that can be closed ect at the same time get the destruction is practically impossible if not waaaay ahead for a Indie developer.

  2. The car physics like for destruction of the moving prefab requires alot if not enormous GPU and Memory power from a PC.

  3. Even though it would be fantastic with Realistic car physics, it will also require alot of developtment time and developer coding, that to be honest i dont think they even have.

  4. This game suppose to feature 60 players in game at one map. Its says a lot of the complex to be honest. Maybe the engine which is Unreal Engine i assume? could handle it. But im not 100 % sure I seen a capable Unreal Engine that can handle the amount of specs to feature both seasons, a survival game mechanics we have to day in every other game and complex car physics.

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However Car Handling is a different thing. That surely can be added prertty easy, or at least more easy

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Not to be a party pooper but i have to be realistic

dawn bear
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one small thing that ove noticed in SoD2 is the roads are huge, which is common to make driving easier, i think thinner roads would help a sense of speed and immersion a ton

tacit sphinx
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I don't think the engine they are using makes any of this really even possible as far as damage is concerned. They're using from what I understand the same engine or a similar one that Surroundead uses and stuff like that just isn't possible.

leaden hull
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Theres a old demonstration demo project called the Matrix Awakens that* shows u what is possible in the engine

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It is a heavy demo city to run 😂

tacit sphinx
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I definitely want driving vehicles to be both rewarding and punishing at the same time.

dawn bear
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i think a huge thing will be variations and diverse vehicle selection, a world with one truck, one sports car, and one pickup, will feel absolutely lifeless imo

leaden hull
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I dont thing we realy want the cars gething that type of dmg xd

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Yeah lets hope some diverse types of the same category vehicles too

azure siren