Welcome to Andrija Stojkovic's take on Nordeus GameDev challenge attempting to aestheticize and proceduralize the Unity Karting template! 

Controls: 

  • ⬆ - accelerate forward 
  • ⬅ - steer left 
  • ➡ - steer right 
  • ⬇ - accelerate backward 
  • 'Space' - start game
  • 'r' - reset level

Elements added: 

  • Music 
  • Procedurally generated terrain using Perlin noise function 
  • Terrain textures and custom shaders using ShaderGraph 
  • Universal Render Pipeline (Bloom) 
  • Procedurally generated tracks using Sebastian Lague's Bezier Path Making Asset (customized to fit the terrain generation) 
  • 3d neon motorcycle and controller script 
  • Custom Skybox (created in Photoshop) 
  • Camera FOV based on player speed 
  • Custom thematic objects created in Blender using references 

Gameplay:

When you start the game, the timer starts ticking and you are forced to move forward as there is no terrain behind. Once you reach the checkpoint you get 10 seconds and every subsequent one gives you a bit less time than the previous. In order to move forward, you need to stay on track as that's the only way to replenish your fuel, because once you go off the track, it starts disappearing. 

Game goal: 

You need to balance time and fuel (moving forward/staying on track) in order to get further in your run and get a bigger high-score (dependent on how far from start you are).

Theme: 

The game itself is heavily inspired by the vaporwave aesthetic and aims to feel fast, smooth and relaxing. 

Proceduralism:

Code written accommodates easy tweaking of the terrain generation, object scattering and scalability (adding new objects, generating smaller or larger terrain, height variability etc).

Bug:

WebGL doesn't have Bloom, wasn't able to fix ^^;

WebGL1 didn't support Bloom, but WebGL2 certainly does 😌

*All added features have taken in total 143 hours in the span of 3 weeks*

The entire game required a bit over 300 hours in total :3

Leave a comment

Log in with itch.io to leave a comment.