In this document, I will go step by step to explain the processes and world-building that’s behind this project. First, I will start with the UI. By default, this shows when the game starts. It has the Sprint 3 functionality where we have color sliders to choose the color of the objects, and the shape selector dropdown in the top right. On the bottom, we have a new health bar which has values from 0 to 1 and decrements when hit by an enemy. It starts as green, turns yellow in the middle, and red when critical. Also, when the speed powerup is picked up, it will indicate it on top of the health bar. To the right of the health bar is a timer that keeps track of how long the game runs.

 

A screenshot of a video game  Description automatically generated

 

The scene consists of forest objects like trees, mushrooms, and rocks. There is also a road asset in the middle of the valley to add diversity. There are four enemies in this game, Garrett, Yoni, Orwell, and Reyna. They are green, yellow, orange, and red, respectively. Their colors correspond to their difficulty; easy – hard. The harder their difficulty, the faster they are. They don’t do more damage but you will notice that red can close the gap between itself and the player faster than the others. They have rigidbodies attached to them that collide with the terrain and upturn the landscape. When they hit the player, it plays a collision sound effect, displaces the player, and reduces the health bar.

 

In the middle of the road there are consumable powerups that increase your speed for a couple of seconds. They are one-time use, so the player has to use them only when they need to extend their lead on the enemies.

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