Stay close or explode, falling too far behind is lethal.
Stay in first place or use your pulse attack to knock other players off the track to win.
Contributions
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Core game concept and game design​
After becoming more acquainted with Tengine through previous project and gaining more awareness of the limitations it granted a better stand point for risk assessment when designing and planning this concept, the risks being adding physics and complex gameplay camera/respawn system.
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The core is focused on the intentisity of constantly having a striking distance between player vehicles and winning/losing condition. The pulse attack was added to relay some focus from racing to players interacting with each other more.
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Documentation and Scrum Master
Creating and managing GDD throughout the project, which also served as a basis for project management and task prioritization.​
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Balancing
Balanced a wide variety of parameters through JSON files, such as movement, camera, hitboxes, respawn points and more.
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Level design
Built collision and placed travelators/obstacles using JSON and Maya.
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