Skip to content

halBRY/CS426_Final_Project_DDrive

Repository files navigation

To play:

Download either the output for mouse and keyboard or controller depending on what you want to play with.

Project requires two packages: Player Input and Cinemachine

Using Unity Editor version 2022.3.16f1

Alpha Software:

Controls mouse and keyboad ("PlayerControls" InputAction Asset)

  • Drive with WASD
  • Hit with left click
  • Steer with mouse

Controls controller ("Xbox" InputAction Asset)

  • Drive with Left stick(left and right) and back bumpers (forward and back)
  • Hit with left front bumper
  • Steer with right stick

When the cylinder is within a red "hit" box, press the hit button to perform a hit

If you get a hit, the top right score will increase. Ratio of pass/fail is in bottom left

Dropping below an accuracy of 50% will slow down the car to 75% speed

Different colored "roads" will play different songs, in preparation for the different loop sections. They will be the same song in actual future tracks.

Press Escape key to close game

A6 part:

Physics Constructs

  • Hit Note. When the player presses the hit key they will get a score multiplied by their combo
  • Hold Note. The same as the hit note except the player has to hold the hit key till the end to get max points
  • Both Note types use more than one trigger but Hold notes can use many smaller parts to increase the length of the hold

Lights

  • Light on Hit note
  • Light on Hold Note
  • Headlights on the car

Textures

  • Notes have a PCB like texture. Provide by Free PBR
  • Tracks
  • The Car. Provided by TurboSquid

Puzzle And Navigation:

  • Players try to get the highest score they can by not missing the notes
  • Both note types are a type of trap
  • AI racers use Aggrotables, pathfinding a way for AI to hit notes

Mecanim

  • Idle animation of car spinning tires
  • Car spins when pressing a button
  • Turning turns the car

How it comes all together:

  • The car will work together with the hit notes to make a rhythm game where the players try to get the highest score they can with the best accuracy. Using PCB textures will help make the game feel more "in a computer". AI racers will act like other rouge programs that want all the data to themselves.

A7:

For assignment 7, various UI elements were added to expose more of the game to the players, such as a minimap or feedback for the note system.

Track:

  • Extended track to include entire song
  • Sync all music sections to track
  • Changed out of bounds plane to instead outline the track, helping with the clarity of the track
  • Added more elevation variation to track.
  • Added a minimap to further assist clarity by improving navigation
  • Added a progress bar to show how much of the track remains

Hits:

  • Added indication of early, late, and missed notes
  • Added combo tracker
  • Updated appearance of score and accuracy UI elements

Player:

  • Player speed is now shown as a speedometer
  • Player hitbox clearly indicated

Sound:

  • The background song was edited into different sections, so that longer channels of the track are able to loop the music.
  • When the player is not moving, the music stops, and an idle sound plays. The engine idle sound was acquired from freesounds.org.

A8:

Shaders:

  • Hits change the emissions part of the shader if you are in the center of the note. Hold notes also change emission when at the start part.
  • Shader of the car changes when power-up is picked up

Forms of writing:

  • Opening screen that pops up at the start of the game
  • Controls and credits pages
  • Ending screen that shows the player their score, accuracy, time, and if they hit par.

Modifications from alpha to beta:

  • Track is now complete
  • Driving controls are better
  • Driving has acceleration/decceleration
  • Notes have different colors
  • Added hit sounds for feedback

About

No description, website, or topics provided.

Resources

Stars

Watchers

Forks

Packages

No packages published

Contributors 3

  •  
  •  
  •