Graphics Reference
In-Depth Information
12 Dish: Metal
Vehicle Doom
As anyone who knows me will tell you, racing is my favorite genre of video games. I like
genuine, no-frills racing where the focus is about getting your car from the start to the
finish as quickly as possible—you can keep all the fancy stuff, I'm only here for the rac-
ing! The types I enjoy the most are the low- to no-budget quirky little racers, games that
aren't afraid to just be racing games and not feel like they have to innovate for the sake
of it or innovate to grab extra buyers. I like visceral, honest racing, games like Bugbear
Entertainment's FlatOut 1 , 2 and Ultimate Carnage ; Black Box's Need for Speed Carbon ; or
Team6 Game Studios' European Street Racer . Throughout my career, I have been involved
in the creation of numerous racing games, from promotional free browser-based titles to
console games and retail games. As an independent developer in 2012, I single-handedly
made my own ambitious racing game called Headlong Racing (see Figure 12.1).
In my last topic, Game Development for iOS with Unity3d , I built a simple mobile-ready
kart racing game using box colliders on a rigid body that slid around a zero-friction
environment. In this topic, the racing is more ambitious. Metal Vehicle Doom (Figure 12.2)
features everything a fully featured no-nonsense racer might need—AI opponents, a
respawning system, wrong-way detection, and modern video game car physics using
Unity's wheel colliders for suspension and car control.
The overall structure of Metal Vehicle Doom adds the Global Race Controller to the
scheme, with Race Controller objects added to the player (see Figure 12.3).
This game may be found in the example games project and its game scenes in the
Scenes/Metal Vehicle Doom folder named game_MVD and menu_MVD.
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