My role: engineering, design, QA
Genre: Top-down 2D racer
Engine: Unity
Language: C#
Time period: 4 weeks
Team size: just me!
The game features 4-player co-op and item boxes with random item drops. My goal when working on this game was to get a playable prototype for the game done in a set time frame. Each week I would send an email to myself detailing what I'd done that week, and what I expected to complete next week. Rather than trying to perfect every aspect of the game, I pushed myself the get the game working and stable by my deadline.
Play it here ---> Download (controller required)
The game features three items, a mine, a booster, and a triple boost. My goal when designing these items was to give players a way to catch up if they fall behind, or lay traps if they're ahead. If a player is in first, it's more likely that they'll get a mine, and if they're in fourth it's more likely that they'll get the triple boost.Â
My proudest achievement of this project was getting a working place tracker for four players. No matter where you are on the track or what lap you're on, the game always knows what place you're in. I accomplished this by first dividing the track into segments. The segments are ordered in a linked list; you can only move from one segment to the next in order (forwards or backwards). The one exception is a segment that can be skipped to account for a shortcut. Then the game compares the players using the following criteria:
Lap number > segment number > relative distance along the segment
Were I to continue to develop this game I would like to add more items to fill out the pool of potential drops, and also develop a system that calculates item drops based on how many players are in the game, not just by what place they're in.