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This is the latest update to HyperGear where I show off the rewind ability.
HyperGear is the next step in combat racing. Use weapons, powerups, and the ability to rewind time as you race to the finish in this anything goes brawl. This is the prototype for a racing game I've wanted to make for a long time. 1-2 months of work was done as part of my masters degree and I plan to continue expanding and working on it in whatever time I have.
Game Engine - Unreal Engine C++
Target Platform - PC
Team Size - Solo
Timeline - 2 Months (Ongoing) - Prototype
Custom Hierarchical State Machine that handles all player states and provides the ability to simultaneously rewind all states to a previous point in time. There are currently state transitions and rewind logic for player health, movement, weapons, and basic AI behaviors.
Subclass sandbox for weapons and projectiles. The current firing options for weapon types are: targeted, AOE, hitscan, and projectile. The options for projectiles are explosive or regular.
Improved vehicle physics based on the vehicle options I created for BattleGear and the stylized physics I've been working on in Moses Simulator (Page link coming soon)
Placement and checkpoint logic for races
In game customization of vehicles and weapons