Rally Infinity

Rally Infinity is my first complete game as a solo game developer. It was a tough challenge but in the end turned out to be a great learning experience and I am very satisfied with how it came out. I worked about a year on it learning Unity, C# and the life-cycle of a game project from start to end.

Semi-Realistic Driving Physics

Rally Infinity utilizes a real time vehicle physics system developed from the ground up. The physics system implements real-life solutions such as a simulated Anti-Lock Braking System and a simulated Limited Slip Differential to make the cars in game react to every input the user makes in a semi-realistic fashion.The game has a steering wheel or buttons as control options.

Career Mode

Rally Infinity Career mode consists of 4 license tests for 4 different classes of cars and 13 rallies where the player goes through the intense stages set in the fictional lands of Lumbra, Frigaco, Sandi and Gramnia in day or night with different cars from different classes each with their own characterstics. The players can also race against each others times in the real time leaderboards for each rally.

Infinite and Timed Modes

Early in the development Rally Infinity was intended to be a simple infinite runner. Later in development, as the game became a career focused game, the infinite runner modes stayed as two Arcade modes where the player races against themselves in Infinite mode where the goal is to reach the next checkpoint before the time ends as long as possible, and Timed mode where the player has 2 minutes the go as far as they can in terms of distance. In both these modes the map is randomly generated as the player moves forward.

Highway Getaway

Unfinished infinite runner mobile game where the player drives through an endless highway running from the police, dodging traffic. The game starts on the highway and ends when the police catch up to the player or the player crashes into traffic. This was my first proper Unity project which I later stopped development on in favor of Rally Infinity, though I am planning on continuing with its development in my free time.

Arcade Drift Physics

Highway Getaway implements arcade drift physics where the players every move in the steering is exaggerated in the rear wheels of the car with dynamically changing sideways friction values depending on movement. This is tricky to achieve because the car has to still be controllable even when sliding. The dynamic value of the friction is determined by the speed and the slide angle of the car.

Vehicular Combat Arena Prototype

Very early in development and my first experience with Unity the unnamed vehicular combat game is not yet a game, but more of a tech-demo where I try to learn how to make new things. In the end, the goal is to create an arena warfare game. Although most of the things I have learned through this prototype ended up in Rally Infinity in one way or another.

Machine Learning NPC Controller Experiment

As a data scientist, I always wanted to experiment with ML in NPC actions. So, I started developing an NPC driver implementing Machine Learning. This turned out to be a much harder task than I originally though it would. I did however achieve some success with it. Where the NPC decides on which of the predefined scripted actions it should make using an ML algorithm trained on a very small training data involving two players playing the game using a set of scripted actions. The NPC drives the car same way a player would where it only has control over the steering and the throttle. Though it was a fun experiment, a more basic rule based NPC Controller would probably be more successful and efficient.