Version/Bergsbruk: Difference between revisions

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{{Version infobox
{{Version infobox
  | version = Bergsbruk
  | version = Bergsbruk
  | type = Predecessor
  | type   = Predecessor
  | date = 2021–2022
  | date   = 2021–2022
| steam  = https://store.steampowered.com/app/1998080/Bergsbruk/
}}
}}


'''Bergsbruk''' was the first mining and physics–based excavation game developed by North Modding Company AB.   
'''Bergsbruk''' was the first mining and excavation game developed by North Modding Company AB.   
It served as the technical and conceptual foundation for what later became ''Out of Ore''.
It served as the early foundation for what would later evolve into ''Out of Ore''.


Bergsbruk was developed primarily by Christian ("execut") over roughly a year.
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 the game demonstrated strong early potential, a combination of technical limitations, engine constraints, and third-party dependency delays made continued development increasingly difficult.
 
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.


== Development ==
== Development ==
Bergsbruk was built on an early version of the Unreal Engine–based digging and physics systems. Significant time was spent reverse-engineering and improving PhysX behavior, bucket interaction, machine stability, and deformable material handling.
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.


Despite this progress, several multiplayer-critical engine components were delayed with no clear delivery timeframe. This blocked further progress on essential features and led to the project becoming unsustainable for a single developer.
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...''   
While Bergsbruk is on hold we will focus on building our workforce, office and other projects so we can come back to Bergsbruk with the manpower we need.''   
<br>— Christian, Development Announcement
<br>— Christian, Development Announcement
</blockquote>
</blockquote>


== Transition to Out of Ore ==
== Transition to Out of Ore ==
With core systems blocked and progress stalled, the studio pivoted toward a new single-player-focused project: '''Out of Ore'''.
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:


This shift allowed:
* No requirement to support multiplayer at launch 
* Cleaner systems built from scratch 
* Better long-term maintainability 
* Faster ability to add vehicles and features 


* Simplified development without multiplayer constraints  
It was during early Out of Ore development that '''Shih-Hung ("Darksider")''' joined part-time, bringing backend experience, C++ knowledge, and deeper Unreal Engine expertise.  
* Heavily optimized dirt and physics systems
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.
* The ability to expand vehicle variety more quickly 
* A more controllable and moddable gameplay architecture 


Players who owned Bergsbruk received ''Out of Ore'' for free upon release.
All Bergsbruk owners received Out of Ore for free upon release.


== Legacy ==
== Legacy ==
While not maintained today, Bergsbruk remains an important historical milestone for the studio.   
While Bergsbruk is no longer maintained, it remains an important predecessor.   
Lessons learned from its development directly shaped the physics, machinery handling, and digging systems found in ''Out of Ore''.
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.


[[Category:Version history]]
[[Category:Version history]]
[[Category:Out of Ore wiki]]
[[Category:Out of Ore wiki]]