My Fan-Made Mall Drifters Car System (Open Source!)

Hey everyone!

I made a car system INSPIRED by Mall Drifters and Mini Drifters—this is my third try, and I think it’s finally good enough to share!

How does it work?

  • The car system uses various methods like drag force formula, vector forces, and angular velocity.

Why Open Source?

I’m not sure if I’ll update this much, so I’m leaving it uncopylocked for anyone who wants to use or improve it. Take it and make it your own!

Here is the game

And yes it’s uncopylocked :unlock:


Note: This is just a fun side project, so don’t expect big updates from me. But you’re free to change it however you want!


Might be a little spaghetti code but I let AI add notes. Hope this helps!

Video:

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Really cool! I liked driving the Old V1 because it didn’t lose to much speed on corners.

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That’s great to hear! Ill make sure to improve on my next project! Thanks for the feedback and enjoy it!

Is there a way of also checking out the previous versions to see how they drive differently?

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I left 3 karts. Though the old ones might break because they sometimes don’t find the right objects. So if that ever happens then add wait for child’s. But in my case it wasn’t happening to me. But I left V0.5, V1, and the Final results in the place for people who wanted to at least see the recent versions of the kart.

cool, thanks for OSing it… they are fun to drive!

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Hi I loved your drift system but I can’t change the car. Can you make a tutorial on it?

Do you know how to fix the V3 newer version, so they do not loose speed on corners like the V1 version?

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I was planning to make a tutorial but then realize this might be hard to set up but also I am making a more sinple version that might improve it.

So while I was working on V4, I noticed it acted kind of weird, but in a good way. Instead of using custom physics for drifting, this version relies on weight and friction to make the car feel slippery. I also made the car float a little, kind of like how it feels in Mall Drifters. It doesn’t lose speed when turning, which is exactly what I was going for.

For the floating effect, I used a BodyGyro and a raycast going down from the car. It keeps the car hovering about 0.35 studs above the ground (you can change that to whatever feels right). The car never actually touches the ground, which helps avoid friction and makes it feel smoother. But the floating part is optional, you can still get a similar result without it.

If you just set the car’s friction to 0 and give it a lot of frictionweight (like 100), it’ll still glide in the same way. The key is in how you balance the weight. If it’s too light, and might not glide, so it would go staticly go where you are going instead of smoothly transitioning and gliding. If it’s too heavy, it gets slow and stiff, and hard to control.

But if you get it heavy enough to have momentum, you get a smooth, slippery drift that doesn’t lose speed around corners. It kind of feels like the car is gliding instead of driving, which is what I wanted.

I’m not home right now, but once I’m back I’ll probably release V4 early. It’s still a work in progress, especially since I want to make it easier to set up and customize.

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Sweet, looking forward to testing out V4!

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