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FLIGHT FIGHT

CONCEPT

A fun duel airplane race game where who collects the most ring wins.

*Project duration:- 5 days

*Team size:- 2

*Major role:- Designer (Multiplayer gameplay, Level)

*Goal:-

  • Smooth flight controls and realistic visuals

  • Create arcade-style fun multiplayer racing

  • Flexible gameplay and manoeuvrability

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*Production challenge:- This was a group project; I was responsible for the design and development part of the game, whereas my partner was responsible for all the art and 3D models. We usually discuss how the art should look, what kind of feeling we want to get, and how that will affect the game. I was the one responsible for asset integration, so usually he sends the art to me, but in the testing phase I would send builds and then we would discuss further on that.

RACE COURSE DESIGN

Rings have been strategically placed to ensure that the next one is easily visible after collecting the previous one. Taking shortcuts can be fatal, so players must choose their path carefully. Boosters have been placed in locations that offer both advantages and disadvantages, requiring players to calculate their moves carefully. If a player goes out of bounds, they will respawn at the previous location with a brief 2-second boost to help them get back on track.

Tutorial: I created an interactive training level where players can learn by doing. Used 3D UI and placed panels across the sky so the player could look at instructions while flying. Also, I placed rings and boosters to be tried out.

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Level 1 is a close circuit with fewer rings, set in the daytime. This provides a good introduction to the game mechanics and offers an easier level of difficulty.

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Level 2 is a more complex circuit with more rings to collect, set at dawn. This increases the level of difficulty and offers a greater challenge to players. The game progresses in this manner, with each level becoming increasingly challenging, offering a new experience for players at each stage.

flight control

FLIGHT BEHAVIOUR

The game features basic controls, including up-down thrusters (w-s/up-down arrows) and left-right swings (a-d/left-right arrows). The plane moves forward at a constant speed, with no control over it. The swings are implemented using both rotation and transformation, while the thrusters use forward rotation. To add some control over the speed in the game, a booster has been added, providing a challenge to the player. The game features realistic gravity, requiring players to apply up thrust to fly on course. The controls are designed to feel tight, creating a sense of force and power while flying the jet.

POWERUPS

To provide an advantage to the last player, a Booster power up has been added that offers a sudden burst of speed for a limited time. However, to address concerns about the first player potentially receiving the powerup, it has been designed to be small in size, making it difficult to obtain and control the sudden speed increase. If the first player tries to acquire the Booster, they may risk missing several close targets, giving the second player an opportunity to take the lead.

UI/UX

u/ux
Screenshot (138).png

The start button is prominently displayed in a different color to draw special attention, while other buttons are grouped together. The game features separate ring counts and scores for both players, displayed on a separate camera screen space. A parent class is used to access their values and make results.

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The game's music has been carefully selected to create a sense of fun and friendly competition.

vision

FUTURE VISION

  • I would change the world or level to something more open and vast instead of just a small sphere. The race course will be both straight and looped, with more space in between.

  • 3D models will get used for some diverse environments and plane selection choices for players. Along with special effects, sounds, some special winner celebrations, etc. More power items can be added, like missiles, hammers, and smokescreens.

  • I would add extra control to the plane even more and improve the physics, which would up the complexity and difficulty, resulting in a more challenging game. Adding more, I can make it both an online and local dual racing game.

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