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Pre-assumptions
Our group had two enthusiastic programmers (me included) and four artists who were more than capable of making all the assets needed for the project. I was very pleased with the group. I was confident we could make a good game. The theme we chose was racing. We didn’t have much knowledge on racing game development, but we were excited to tackle a new challenge. I, for one hadn’t worked on car mechanics or car physics before, which were my main focus for the game. For the car, I was hoping to achieve similar physics and control as Rocket League has (without the rocket boost). I had no idea how hard making the car would be, but I had wanted to make a racing game for a while, so I was excited to get to work.
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Week 1
We started the project by creating all necessary communication and planning platforms needed for a group project. We placed our plans in Scrumwise. Scrumwise is a software where all the group members put their tasks which will help members to know what everyone is working on. It also gives a clear schedule for all tasks needed to continue the project.
Our communication tool was Discord. Discord is the latest communication tool that everyone is using. It is similar to Teamspeak but more user friendly. We created channels for programming, art, documentation, general chat and tutorials.
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Week 2
We were given two options to choose from. Our group chose racing as our theme. I was very excited to make a racing game. I wanted to learn car mechanics as I had never done any driving or car mechanics for a 3D-game before.
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Week 3
For the car mechanics I drew inspiration from Psyonix games Rocket League and supersonic acrobatic rocket powered battle cars. I had just watched Making of rocket League documentary. It showed how Psyonix believed they had something good after creating their first football car game (supersonic acrobatic rocket powered battle cars). They thought the driving mechanics they had were fun and yet gave the players enough off a challenge.
They created Rocket League a few years after, which was a huge success. In my opinion why the game is so well liked is that it is easy to get a hang of, but it is hard to master. The things you can do with the cars is almost endless. I wanted to create my own version of the car mechanics Psyonix achieved in their games.
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Inspiration from Rocket League and Supersonic acrobatic rocket-powered battle-cars.
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Week 4
I started making the car using Unity’s Wheel colliders. I followed a simple guide on how to use the wheel collider component. Getting a simple car working only took a while. The component was fairly easy to get to work, but it did prove to be a little problematic. The car could be driven, but the friction values in the component were very confusing. The car would work fine in certain speed but it would behave poorly in other speeds. I tried to find the prefect values to make it work the way we wanted, but after many hours I couldn’t make it work. I decided to leave the driving for a while and work on other features.
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Week 5
I had to give the car some air control as they have it in Rocket Leaugue. The air controls I created are very simple. The user just rotates the car without any force. The reason why I chose to rotate the car without physics is that it is more precise. Rotating the car using physics look more realistic, but it doesn’t allow the player to control the car as freely as without physics.
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Week 6
The camera I was using at first was the normal camera just attached to the car (child of the car). It doesn’t provide a pleasant view. The camera would shake with every bump the car hits and would be too jittery to even play the game. I needed something better.
I made a smooth follow script for the camera. The camera follows the assigned object with a short delay ( it has its own movement speed). This removed all the jitter from the camera.
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Week 7
The next weeks I had to focus on all the errors and bugs the game had. When the car rolled over on the ground it got stuck. There was no way to get upright. I added a function that allows the player to jump up in the air if they got stuck upside down.
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Week 8
Sometimes the front end of the car got stuck. I realized the game didn’t have a reverse. The reverse needed some implementation to work properly. The game already had a brake for the car. I needed to able to have the brake and the reverse on the same button. If I could get that working there wasn’t any point on having more buttons for the player to remember. Luckily after some trial and error I got them working from the same button. The action the car does depends on the speed of the car.
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