Devlog 4: Production Sprint 1 - Start
Programming
input system / split screen
The goal of this task is to implement a Unity split-screen system that allows players to play the game simultaneously on the same screen, without losing their progress when switching between scenes. Additionally, the system should allow players to enable or disable split-screen at any time during gameplay.
Input movement and brake
he player will have full control over their character's movement in 3D space. By using the left thumbstick on the Xbox controller, the player can dictate both the direction and speed at which their character moves. The direction the thumbstick is pushed in will determine the movement direction of the character, with the strength of the push dictating the speed at which the character moves. It's worth noting that the direction of movement is always relative to the current camera position, ensuring that the player always has a clear understanding of where their character is headed.
The maximum speed at which the player can move is still being determined by the game's developers, who are working hard to find the right balance between fast-paced action and responsive controls. Once this value has been finalized, players can expect to enjoy a smooth and intuitive movement system that allows them to traverse the game's environments with ease.
Of course, movement isn't always about speed - sometimes it's important to slow down and take things at a more measured pace. To facilitate this, the game will include a slowdown mechanic that can be triggered by pressing the B button on the Xbox controller. This will cause the player's character to slow down at a fixed rate, giving them more time to react to obstacles or hazards in their path. The exact value of the slowdown rate is still to be determined, but the game's developers are committed to creating a system that feels responsive and intuitive for all players.
input camera movement
Here the programmers implemented camera controls for the game that allow the player to move and rotate the camera using the right stick, as well as implement a spring arm that automatically rotates the camera to face the forward direction of the player.
Input Sprint and Jump
The 2 other inputs that were implemented in the game are the Jumping and the speed.
Jump
Jumping is a key mechanic in many racing games, and this game is no exception. In order to jump, the player will need to press the X button on the Xbox controller. This will give the player a fixed amount of upwards force, which will allow them to stay cleear fromt certain obstacles. The exact amount of force provided by a jump is still to be determined, as the game's developers are still fine-tuning the mechanics to ensure that they feel both challenging and rewarding for players.
Jumping will be essential in many parts of the game, particularly when the player encounters obstacles like trampolines or bridges that require them to jump over gaps or avoid hazards. These obstacles will require the player to time their jumps carefully in order to avoid falling or taking damage, adding an extra layer of challenge to the gameplay.
Sprint
Another exciting mechanic available to players is the ability to sprint. By pressing either the A or RT button on the Xbox controller, players can temporarily increase their maximum speed and acceleration, allowing them to traverse larger distances quickly or escape from danger. As with other mechanics in the game, the exact values for these increases are still being determined by the developers, who are focused on finding the right balance between speed and control.
One interesting aspect of the sprint mechanic is the player's ability to damage other players while sprinting at high speeds. When the player reaches a certain threshold of speed while sprinting, they will be able to knock other players away from the point of impact, slowing them down and potentially causing them to take damage. This creates an exciting risk/reward dynamic for players, who must weigh the benefits of sprinting against the potential dangers of colliding with other players.
To make this mechanic more accessible and intuitive, the game will provide both visual and audible cues to players when they are moving fast enough to damage other players. This will ensure that everyone is aware of their surroundings and can take appropriate action to avoid collisions or capitalize on opportunities to knock other players off course.
Art
Obstacles
On the entire race tracks there will be different obstacles that you will come acros when rolling.
There are 7 big ones:
The following ones are build within the Procedural tool:
- Ramp
- Jump
The other ones are manually places insides of the Track after it is build procedurally:
- Trampoline
- Vortex
- Bridge
- Wheel
- bumpers
On some parts you will have slow down, speed up, use more control. Every asset is different and that's what makes this not just a normal racing game of where you just win by being the fastest.
The placeholders for these obstacles were made this week.
Get Rollin' rascals
Rollin' rascals
Status | Released |
Authors | FamkeD, Johanna Csonka, leevgs, gunnar scholliers, Door8223 |
More posts
- Devlog 11: Polish Sprint - ENDMay 24, 2023
- Devlog 10: Polish Sprint - StartMay 19, 2023
- Devlog 9: Production Sprint 2 - FinishMay 10, 2023
- Devlog 8: Production Sprint 2 - MiddleMay 07, 2023
- Devlog 7: Production Sprint 2 - StartMay 01, 2023
- Devlog 6: Production Sprint 1 - FinishApr 23, 2023
- Devlog 5: Production Sprint 1 - MiddleApr 17, 2023
- Devlog 3: Prototyping and documentsMar 21, 2023
- Devlog 2: PrototypingMar 13, 2023
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