
Gameplay Mechanics And Systems Developed
OVERVIEW
The provided details outline the features and gameplay mechanics that I have developed during my tenure at the company. It showcases racing game with diverse modes, extensive vehicle customization options, profile management, character controller, and dynamic challenges, etc. From Impossible Stunts to Traffic Mode, the game integrates engaging mechanics like realistic physics, smart AI for vehicle and NPC, and a rewarding progression system. These elements were designed to deliver an immersive and personalized experience for players, reflecting the team’s dedication to innovation and quality during its development phase.
Note: The details shared above are not related to any confidential projects of the company. They solely outline the functionalities and features of the multiple game projects that I personally worked on and contributed to during my tenure. The content is focused on my individual experience and the work I created, without disclosing any proprietary information or future plans of the company.
My Contribution
My Position – Game Developer.
I have solely developed almost all of the functionalities with fully working prototype, except the realistic car physics mechanism and character controller, in which I have collaborated with other team programmers. Here is a detailed breakdown of all the game mechanics and systems, including, among others:
Profile Management:
Players can personalize their experience by changing their name and selecting icons, which are unlocked as players gain experience points (EXP).
Settings:
Adjustment of the master volume and sound effects. Additionally, players can choose from different control schemes (buttons, steering wheel, or tilt/gyroscope) to match their preferred style of gameplay.
Garage and Vehicle Management:
Vehicle Selection and Viewing: Vehicle selection mechanism for players to select unlocked vehicles, locked vehicles will show locked ui, each car has unique stats (max speed, power, handling, and brakes). The player can rotate and view vehicles in any angle, using touch controls.
Upgrades and Customization: Players can upgrade various aspects of their vehicles, such as max speed, power, brake and handling. The modification shop offers customization, including paint choices (using a in ui color picker or hash values), wheel changes, and spoiler modifications, all set in a stunning dark environment with reflective surface shader and ambient lights.
Level Modes:
Impossible Mode: Players can engage in extreme stunts with massive ramps, loops, vertical ramps, and obstacle courses. The game challenges players with gravity-defying tracks and precision-based gameplay. The ranking system in this mode rewards players with gold, silver, or bronze medals based on performance.
Racing Mode: This mode offers traditional racing against AI opponents in a variety of environments like cities, deserts, forests, and mountains. Players aim to complete the track as quickly as possible, navigating sharp turns, dangerous drops, and interactive obstacles like light poles and barriers.
Traffic Mode: In this mode, players race through traffic without crashing into other vehicles. The game features different sub-modes like "Till Accident," "Time Attack," and "Free Drive," with the added challenge of driving in one-way or two-way traffic. Each mode has different environments, adding variety to the gameplay.
Scoring System:
Players can earn rare diamonds, regular coins, and experience points by completing levels. These rewards can be used to unlock new vehicles, customize existing ones, and progress through the game.
Camera Controller:
Created camera controller that follows the target (car). It has both a third person view and first-person view (inside car). In third person view player can also orbit around the car. It has customizable functionalities like the offset from target, FOV, locking option for x, y and z axis, pitch and yaw angle, orbit, etc.
Photo Capture:
Players can capture stunning photos of their cars from any angle in the game, offering an immersive and personal touch to the gameplay experience.
Vehicle Control and Physics:
Realistic Physics: I have developed core vehicle controls like acceleration, brake, handbrake, handling using wheel colliders.
Customizable Controls: Using the New Input System of Unity, players can choose between on-screen buttons or tilt-based controls, allowing for a highly flexible and personalized control setup.
Vehicle AI and Checkpoints:
Created The AI opponent cars, which is based on a checkpoint system. AI cars adjust their speed based on the distance to the next checkpoint, ensuring that races feel challenging but fair. The AI also drifts on sharp turns to make feel more real.
A Checkpoint system is used for race, which helps in determining the rank or place of the player and other vehicle AI. And the vehicle AI also use this to determine its path, which makes it reusable and no need for extra path system for AI.
Created simple traffic system for vehicles using a different script which is built specifically for open world environment and without the extra unnecessary functionalities for this environment that is used in racing.
Character and Car Integration:
Created smooth integration for custom made car controller and character controller. Character can smoothly get inside the car and optimized the transition by handling components, for example, unnecessary components of character components get disabled and car components gets enabled on player enter and vice versa on exit.
NPC system:
Created a character AI system using Nav Mesh Agent and custom script. Added a Path / Waypoint system for NPC to determine its path. NPC has different states like, Patrolling, Chasing the target, Wandering, find nearest path (useful when patrolling path is not assigned initially or stopped chasing the target). It can start fight with target when reaches nearby.
Scene Lighting Manager:
Created a script that stores lighting data such as lightmap, light probes, environment settings like skybox, fog, etc.
I have used this on environment prefabs to apply lighting settings when instantiated. So, it has the same settings as the designer designed it. Instead of creating different scenes for different levels we used prefabs for different levels and instantiated it on single scene designed specifically for levels.
Project Details
Company: GameYug Interactive LLP
Engine & Tools: Unity, Blender
Links
Project Gallery
Note: All the images or videos used are the ones that are publicly available by company on company's website or online stores like google play store or app store, etc. and are free from NDAs.