Week 5 - Vertical Slice


Over the last week my teammate and I worked on the vertical slice of our game, which is a high-level and juiced up segment that incorporates all the main elements of the mechanics and art into a "slice" of gameplay.
We fleshed out the mechanics and created a small section that has each different type of hazard, reward, and a few pathways to choose. It's basically a short driving tutorial with all the main parts of the game included.

The updates include:
- Oil barrels which spin the car, losing you time, and spawning an oil spill on the ground.
- Oil spills which multiply the car's turn-speed, making it harder to go up certain ramps or cause the player to make a mistake.
- Tunnel spawn with no timer, so the player can hit barrels and collect a few boxes which shows off mechanics through gameplay, rather than a text-box which is what we had before.
- "Enemy" cars which causes you to lose a few boxes if hit.
- A bridge which has enemy cars.
- Fire-hydrants that launch the player into the air when hit.

I also worked on an NPC in blender with some basic animations who will give some simple dialog on why you're here and your job in the game, which will then lead into the main game and rest of the level.

Still to do:
- We plan to fix triggerboxes to initiate the tutorial at the end of the tunnel, then, after a short dialog, the rest of the level will be open to the player, starting the main timer and giving locations for drop-points.
- Fix a bunch of roads and car spawns to make it look more natural
- Fix the car flipping and unflip spawn to follow the car
- Lots lol

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