My Game 1 is "Racing Game". If you want to join in either with the same Genre or your own, use the tag 12Games12Weeks on Twitter and/or itch.io, I would love to see what you create in this time also!
MVP
The most basic racing game could be a square with physics moving around the screen with some collision. I am going to up this slightly and make simple 3D racing game. One vehicle, one level/course, UI for lap count/speed/lap speed would be the primary items
Results
Took ~5 hours of work, one of which was fighting with an issue with the pause menu and controller support. Game can be found here :
https://adroitconceptions.itch.io/12games12weeks-racing
What When Right?
- Learned some new Blender stuff
- Car Physics were easy to get a hold of
- Unity Tutorial on Wheel Collider
- Lap tracking system worked out well
- Used a sequence of triggers that are enabled one at a time to track process around the track
What When Wrong?
- Figuring out how to get the menu system happy with controller input
- Odd physics issue with car (body collider moved on me when I put the 'modeled' body on)
- Weird Click in audio
What Lesson(s) Did I learn?
- Put useful snippets of code were I can find them easily so I am not digging through projects to find them.
What did I take away?
- I would like to work out a generic menu controller script/package as I keep reinventing the wheel for menus
- I would like to work out a joystick remapping tool / Event Manager Script as Xbox controllers are mapped differently on all 3 of the PC platforms and the build in Unity Input system is non-functional when it comes to remapping.
Milestones/Workflow/Tool Usage
- Moving vehicle
- Unity to build plane and basic car via primitives, got physics working on basic car.
- Script for user input to activate car
- Nice looking track car / audio
- Blender to build road & archway models
- Gimp for road texture
- Build scripts for archway for if it was enable to activate the particle system and enable its ability to send 'next' to the track tracker
- Used Audacity to record myself making an engine sound then clipped it down into a short loop (couldn't get ride of the clicking sound - seemed to be an artifact of the recording start/stop)
- UI / Track progress
- Car script controls the power to the wheels, angling of the wheels, wheel rotation, engine sound based on player input, feedback from the wheel colliders, and rididbody speed/direction.
- Track tracker sends a lap complete message to the timing script at the completion of each lap & sends messages to enable arches
- Timing script also handled the menus, it does the count down, tracks the lap count and total time, sends message to car to start/stop it
What would I do if I was to work further on this?
- More levels
- Level Select Screen
- Scenery
- Music
- Leaderboard
- Better Audio
- Input Remaping
- Options Menu