Break is over

Break is over

Break is over 1913 1076 Studio Tatsu

Two years later…

After a two-year hiatus, I’m back with an update on Studio Tatsu. The game development landscape has changed significantly since my last post:

  • Unity introduced controversial runtime fees
  • Unreal Engine added numerous impressive features
  • Twitter is now X (owned by Elon Musk)
  • The AI boom has reshaped the future of generative content

Looking back, I realize that the break was a much-needed pause. It allowed me to recharge and gain a fresh perspective, significantly benefiting my future projects.

Why the Break?

I paused before transitioning from Unity to Unreal Engine, as I was at high risk of burnout. Balancing my day job, family time, and game development became increasingly challenging. The break was necessary to restore equilibrium in my life.

During this time, I continued to explore Unreal Engine through small weekend projects, testing features and performance. Initially, Unreal 5.1 and 5.2 physics performance was mediocre, and I lacked the time to resolve these issues. I decided to wait for Unreal Engine to mature further before continuing.

With the release of Unreal Engine 5.4, physics performance has improved significantly. It now boasts excellent character animation tools, perfect for my other projects. As all my games and prototypes are heavily physics-based, performance is critical.

Tatsu Toybox for Unreal Engine: Status Update

My vehicle driving physics for Tatsu Toybox is progressing well, but I need to delve deeper into tire dynamics and friction curves to achieve the desired driving control. Soft-mesh implementation remains challenging, but Unreal Engine 5.5 (from the latest GitHub branch) will provide several features needed (especially the Nanite skinning) to complete the Tatsu Toybox conversion and more.

Rest assured, I’ve decided to wait to share images or videos until the system is fully functional. I believe in showcasing quality over quantity and am committed to delivering the best possible content to my audience.

Collaboration with Volume Games

I’ve also been consulting with Volume Games LLC, another solo developer, on their upcoming game for PC SuperSpec Rallycross. It’s a fun, arcade-style racer with engaging driving controls. We focused on perfecting the gameplay controls and mechanics to capture that authentic retro arcade feel.

Players will quickly realize that SuperSpec Rallycross offers a unique control and physics experience, making it a perfect pick-up-and-play racing game. Play the demo and wishlist SuperSpec Rallycross on Steam. Let me know what you think.

What’s Next for Studio Tatsu?

I’ve postponed work on my driving game(s) and toolset until the public release of Unreal Engine 5.5. While the new features aren’t critical for Tatsu Toybox, I prefer to avoid duplicating efforts.

In the meantime, I’m shifting focus to a character-based game I had planned to complete after finishing my driving game. The new character animation tools in Unreal Engine make this an ideal time to start this project, and I’m excited to share more about it in the future.

I plan to post updates later this year if I make sufficient progress. I am grateful for your continued support on this game development journey, and your encouragement means a lot to me.

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