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CARS

CONCEPT

Aim was to produce a fun duel car racing and crashing game

*Project duration:- 2 days

*Team size:- Solo

*Major role:- Designer (Multiplayer design)

*Goal:-

  • Learn the essentials about multiplayer racing.

  • Mimic the physics of vehicles as they exist in reality.

  • Make levelling fun.

LEVEL DESIGN

Created a square circuit with alternating crate and divider placements to strike a balance between competition and fun.

The different placements of crates and barrels add life to the track, making it more engaging. Rather than focusing on crashing into other players, players are encouraged to crash through or avoid the obstacles. Boundaries are present at the start to prevent players from falling off, providing a solid beginning.

 

On the other sides of the circuit, dividers are used in combination with rock boulders, and no barriers are present. This allows players to attempt takeovers, but the dividers make lane switching difficult, while the rock boulders force players to change lanes, balancing offense and defense.

Challenges

GAME SYSTEM

CAMERA SWITCH: Implemented this to toggle different driving experiences, and this is also mostly common in car racing games.

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RAVING: This was another feature I wanted to put in this game. This brings the reality of driving a car into the game, since the car feels more forceful and heavy afterward.

CHALLENGES

>> The car would move even when the tires were not on the ground.

<<  Implemented a script condition that allows movement only when all four wheels are on the ground using wheel colliders.

>> The car's movement was too irrational.

<<  Used force for speed and adjusted the centre of gravity to create a feeling of weight and balance. This increased revving of the car, resulting in more realistic and natural movements, ultimately providing a smoother and more satisfying driving experience for the user.

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