Inspiration
The game is designed to be our take on a racing game, we have chosen two cars, the player drives a red Ferrari Materazzi, whereas the AI drives our unique F1 car AlphaF1, against it.
How we built it
Using the Unity Game Engine for the racing game, Fusion 360 was used for our car: AlphaF1, and C# was used in conjunction with unity to write the code.
Challenges I ran into
The complexity of the map was the main difficulty as it was long and featured a plethora of twists and turns, this made the Unity standard assets waypoint circuit script extremely 'fiddly' and thus we had to spent countless hours (around 30 hours) tweaking it to the point that it somewhat worked.
Important issue to be noted
The build with good quality lighting could easily take 12 hours on its own, and so the WebGL playable build does not feature the same quality of lighting as the video or the downloadable drive, the realtime illumination can be visible if the drive project is opened in unity 2020
Accomplishments that I'm proud of
The music player allows you to switch songs by either using Tab or waiting till it finishes. This allows the player to choose between (an albeit limited) list of songs that are tailored to the atmosphere of this game.
What we learned
The game development experience was not new for part of the team, however we are inexperienced with collaboration and cloud tools, this meant that our team was able to learn a lot about the unity collaborative program as well as the lighting and rendering tools for unity
What's next for AlphaRacing
We want to take the game to the next level through the implementation of photorealism using HDRP and improve the basic unity AI using the ML agents toolkit
Log in or sign up for Devpost to join the conversation.