Dev log #1: 21/05/2025


What's done so far

  • Implemented simple WASD and gamepad car controls.
  • Built on the collisions systems, the drunk driver now takes damage proportional to its velocity relative to what it collided with.
  • Added a level the players can drive in.
  • Made the game multiplayer split-screen.
  • Alcohol drinking effects like speed augmentations, occasional blackouts and long term blurriness (blurriness is a panel overlap placeholder for now)
  • Integrated assets for the cop and drunk driver car.
  • Rearview mirror functionality
  • Simple bare-bones Minimap & UI for game stats
  • First version of civilian car spawning and navigation

Next steps

  • Make it so that the alcohol's effects only affect the drunk driver and not the cop.
  • Limit the supply of alcohol and add checkpoints for alcohol pickup.
  • Balance the cop car vs drunk driver car speed.
  • Improve civilian car spawning on the road and implement a pathfinding algorithm for them.
  • Fix the audio SFX.
  • Improve car models & apply textures

What we learned

  • Merging Unity projects in Git branches is hard!
  • Use prefabs as often as possible to avoid these issues.
  • Code gets messy very fast with 5 different people working on it, need to follow better design principles in the future to ensure modularity and reusability.

Files

2drunk2drive.zip 44 MB
4 days ago

Get 2Drunk2Drive

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