StartedJan 18th 2022

Time2 Weeks

LanguageC#

EngineUnity

Bottom Gear: Stig Kart 64

C#UnitySchoolSplit-screenGroup

For this project, we needed to make a Night Racer. We decided to make a game that looks like a Nintendo 64 game, inspired by Diddy Kong Racing. For the first half of the project, I was responsible for the checkpoints system & the directions system. For the second half of the project I was responsible for the Split-screen system.

Team

ArtistAafke REnvironment & Props
ArtistDave BCar & Props
ArtistDailyn SAudio, UI & Props
DeveloperJeroen GCheckpoints, Split-screen & Game loop
DeveloperJoep VUI & Game loop
DeveloperScott GVehicle controller & AI

Checkpoints

The checkpoint system had multiple nodes. The player had to follow the checkpoints in the correct order. If the player skipped a checkpoint the player would be send back to the previous one. I also gave the checkpoints a bunch of gizmos to make development easier.

Checkpoint gizmos

Split-screen

Managers

The managers make sure that all the inputs are given correctly to the player. The base class, ScenePlayerManager makes sure that all the events are getting bound correctly. It also makes sure everything is cleaned properly.

Collect Players image

CollectPlayerManager

This manager allows for players to join & leave the game. It makes sure that the UI elements are initialized correctly. And it makes sure that the events are bound correctly to the controls.

Collected players inside of the game

GamePlayerManager

This manager makes sure the input controllers are bound correctly to each player. It also makes sure that the gameloop is running correctly.

Player Interface

I think this script is a bit "Hacky", It binds all the events, components & values to where they need to be. With Flex Tape. But... it does work! This script is also responsible for replacing the player controller with the AI for when the player finishes.

Shows 4 players playing at the same time

Input Handler

Before we added the split-screen, we used the old input system of unity. This caused tiny problems with migrating. So when we added the new input system, I mimicked the old one a bit.

Result

I think my team did very well considering the 2 weeks we got. We are especially happy that we got split-screen & ai working within a week.