



The group consisted of 2 programmers and 3 artists. The game that we made is as an vertical slice, as it was asked of us.
Our game was made in the unity engine 2021.2.14f1.
What I worked on
- Car movement: The car movement was one of the main mechanics of the game but with the limited time, I Implemented an alternative car base unlike other cars in video games. But it still worked well and I made it so, that it can be well adjusted in detail. I learned a lot of the importance of the movement mechanics and how important it is to study about the main mechanic of a game before starting with the design and creation of it.
- Game physics: This was my most favorite part of developing this game, using a lot of math and logic to make the cars bounce and crash in an exciting way. Of course, the logic was based not on real life, but more in a cartoonish way. Along with the reference of other games like Smash Bros and Brawlhalla, the biggest difference was that the bouncing was on a different axis and with cars rather than characters. This is why I made a bounce point system whenever a car would hit another car. Depending on the speed, directions and placement of hitting, the interaction would be different and the points would be changed. This made it more logical, fun and fair whenever the cars would hit each other. Rewarding the player who was the highest velocity and the one who was crashing into the other one.
The only problems that I had was time management and play testing. I did not have a lot of time to make it perfect which caused some hastily code to be dropped in there. Which means that some parts of the physics would not be able to easily be fine tuned. A good example would be the up velocity suppression, it works but it is not easy changed due to the lack of time.
- All the power ups/items
- Game design
- Map design
- Game loop
- Keeping track of kills, collisions and velocity