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Speed of Light

Project Status

Complete

Project Type

University Mid-Term Project

Project Duration

3 Months

Team Size

3

Software Used

Unity

Languages Used

C#

Primary Role(s)

UI Programmer, Design

If you would like to play Speed of Light and the Unity player above does not work, please visit https://simmer.io/@SilverDemon/speed-of-light

About Speed of Light

Speed of Light is an arcade racing game with a sci-fi atmosphere. This game was made for my mid-term at Full Sail University. My main role on the team was UI programming, although I also helped design a large portion of the game. This project taught me a lot about source control, agile and scrum practices, and how to effectively work with a team.

My Contributions

Almost all of my work on this project was on the game's UI. This includes the main menu and all of its tabs, the pause menu, the race results menu, the car selection and its car display, and the track selection menu. Outside of UI I also worked on the car & track unlocking system, the save system, and the infinite driving background scene of the main menu.

Car & Track Unlocking System

When you first start the game you only have access to the basic car and the basic track in order to ease the player into the game and its mechanics. Once you're able to place 3rd or higher on the first track, the rest of the tracks become available to you. As you place in these tracks you are able to unlock more cars to use. This system is accomplished by keeping track of the tracks that have been beaten in the game manager, and drawing from this information to update UI elements in the car and track selection screens. The following GIF shows the car and track selection menu before and after beating "Circle".

Car&TrackSelection.gif

Main Menu

The main menu has many different functions. You can transition into the car & track selection screen to begin playing the game, or open the options menu to save or adjust the audio.

 

The car and track selection works based on the unlocking system detailed above. The options menu has a button to save the game which uses Unity's built-in playerprefs system. You're also able to clear the save data which clears all of the playerprefs. In addition to this you can adjust the volume of master, music, and SFX. This is done by utilizing Unity's audio mixer system to seperate all of the audio into separate categories so their volume can be distinctly manipulated in the options menu. The volume slider uses a logarithmic scale to better represent the volume percentage.

MainMenu.gif
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