Inspiration
This idea stemmed from a conversation with my brother over Facetime. I was talking to my brother about my time in FSAE and what I made. After a talk about aerodynamics, I brought up Rose Hack and how I wasn't sure what to make for it. My brother, bringing back aerodynamics, thought it'd be a great idea if I made some sort of driving game that combines custom modifications to make your car more aerodynamic, and you could see airflow simulations of your car. But then I remembered a game both my brother and I played during the summer, Vampire Survivors. I thought, what if I make a game like Vampire Survivors, but you're driving around in a custom-modded car that you designed? Obviously, I didn't get to that at all, but that was the goal!
What it does
Cyber Drift is a top-down arcade-style game with the goal of surviving for as long as possible. Race through the endlessly randomly generating map with waves of evil robots making a beeline straight to you. Mow down robots with your trusty shield generator and a brand-new car.
How I built it
I built my game in Unity with C# and VSCode.
Challenges we ran into
I ran into a lot of problems with combining the scripts and real physical game objects. I'm not used to having to deal with both the code AND the physical objects.
Object collision: I would accidentally cause multiple collisions when the objects only collided once. I figured out how to utilize coroutines and boolean flag checks to my advantage to ensure objects interacted the way I wanted.
Map generation: This took a long time to get down because my chunks wouldn't consistently generate.
Accomplishments that I'm proud of
I'm proud of the map generation and the saving of chunks so the player can find their way back to the chunk they made a landmark in their head. Also, the despawning of chunks, so the computer wouldn't get overloaded and could still travel infinitely in one direction while spawning in the same chunks if the player turned back.
What I learned
I'm a hundred times more comfortable working in Unity than I was 24 hours earlier. I learned a lot about working with game objects and the interaction between multiple game objects. I also realized the benefit of whiteboarding before even hopping onto the computer. I was able to start coding with a mostly accurate roadmap of the scripts I wanted to implement, how I wanted to implement them, and if they were inherited from anything. Although this is something I've done a lot before, this one felt really good. Unrelated to coding, I learned a lot about the game I based my game on, Vampire Survivors, from researching the Wiki on topics such as how enemies spawn around and follow the player.
What's next for Cyber Drift
Once again, I got a little too excited and was way too ambitious in my planning of what I could accomplish in 24 hours. But I have a lot I still want to do with this project.
In the future, I'd want to add more randomized prop spawns that can break to drop items to pick up. As of right now, there are only health potions, but there are so many other item drop possibilities. Since the waves of enemies get harder over time, I'd want to add a way for the player to level scale with the increasingly larger horde of robots. I wanted to add a feature where you can pick your car, and add modifications that affect your handling, acceleration, and max speed, but I couldn't get to that at all. And of course, more enemy types and bosses which would make the game a lot more fun.
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