Version/Bergsbruk: Difference between revisions
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{{Version infobox | {{Version infobox | ||
| version = Bergsbruk | | version = Bergsbruk | ||
| type | | type = Predecessor | ||
| date | | date = 2021-2022 | ||
| summary = Predecessor project developed in 2021–2022. Lessons from Bergsbruk directly influenced the design and systems of ''Out of Ore''. | |||
}} | }} | ||
'''Bergsbruk''' was the first mining and excavation game developed by North Modding Company AB. | |||
It served as the early foundation for what would later evolve into ''Out of Ore''. | |||
''' | Bergsbruk was created almost entirely in '''Blueprints''' using '''Unreal Engine 4.27''' with PhysX-based machine and dirt interaction. At this stage, the project had no dedicated C++ developer, and most systems were implemented through trial, error, and experimentation. | ||
While it demonstrated the core fantasy of digging and operating heavy equipment, the project eventually reached a point where technical limitations, engine constraints, and missing third-party components made further progress extremely difficult for a solo developer. | |||
While the | |||
== Development == | == Development == | ||
Bergsbruk was built | Bergsbruk was built by Christian ("execut") over the span of roughly a year. | ||
During this time, he invested significant effort into understanding Unreal’s PhysX behavior, excavator arm stability, bucket interactions, hydraulics, and deformable material logic — all implemented primarily through Blueprints. | |||
However, several essential multiplayer-related engine components were delayed indefinitely. Combined with the complexity of maintaining large Blueprint-based systems, this stalled the project. | |||
Key developer announcement (01.03.2022): | Key developer announcement (01.03.2022): | ||
<blockquote style="border-left: 3px solid #ccc; padding-left:1em;"> | <blockquote style="border-left: 3px solid #ccc; padding-left:1em;"> | ||
''Bergsbruk has now been in the works/reworks for over a year and due to several 3rd party components being delayed or just not done yet we have decided to put the project on hold.. | ''Bergsbruk has now been in the works/reworks for over a year and due to several 3rd party components being delayed or just not done yet we have decided to put the project on hold...'' | ||
<br>— Christian, Development Announcement | <br>— Christian, Development Announcement | ||
</blockquote> | </blockquote> | ||
== Transition to Out of Ore == | == Transition to Out of Ore == | ||
With | With Bergsbruk reaching a dead end, the team pivoted to a new project: '''Out of Ore''', initially designed as a streamlined single-player experience. | ||
This shift offered several advantages: | |||
* No requirement to support multiplayer at launch | |||
* Cleaner systems built from scratch | |||
* Better long-term maintainability | |||
* Faster ability to add vehicles and features | |||
It was during early Out of Ore development that '''Darksider''' joined part-time, bringing backend experience, C++ knowledge, and deeper Unreal Engine expertise. | |||
He played a significant role in stabilizing systems and pushing the project toward a sustainable codebase — an important factor in preventing OOO from meeting the same fate as Bergsbruk. | |||
All Bergsbruk owners received Out of Ore for free upon release. | |||
== Legacy == | == Legacy == | ||
While | While Bergsbruk is no longer maintained, it remains an important predecessor. | ||
Lessons learned | Lessons learned — especially around machine physics, digging systems, and overall project structure — shaped the framework of ''Out of Ore''. | ||
Notably, even though Out of Ore shifted away from the multiplayer constraints that limited Bergsbruk, the game eventually added multiplayer support in '''summer 2024''', marking a full-circle moment for the development team. | |||