G_Proto

Space Tube - 2015

Summary

An infintie runner where the player drives through a procedurally generated tube at high speed.

G_Proto was made in a year by a five person team in Unity for our junior project.

Contributions

  • Designed and wrote player controller.
  • Designed and implemented UI and Menus.
  • Designed and wrote all UX.
  • Created all pipe textures.

What Went Well

  • Game was extremely well received by players.
  • Pipe framework allowed for rapid content creation.
  • Feeling of speed captured expertly.
  • Each of the 9 courses feel unique.

What Went Wrong

  • No goal beyond high scores.
  • Multiplayer cut due to time constraints despite basic functionality.
  • Team was not well disciplined. Distribution of tasks poorly managed.

Process and Post Mortem

Originally conceived as an F-Zero inspired racing game, it was quickly realized our small team would be unable to deliver a game of such spectacle. Keeping the theme of racing hovercraft, we transitioned to a simpler concept.

Almost everything was designed with speed in mind. Particles are large and blocky to be noticable, UI is easy to understand at a glace, controls are basic and responsive, and all pipe textures were designed for the player to know when they're going fast.