Verocity is a futuristic multiplayer racing game, inspired by classics like Mario Kart, with a cyberpunk theme. Players compete to be the first to cross the finish line by utilizing special abilities and collecting items to gain an edge over opponents.
As a tech artist and tool developer. I have developed two systems:
Created In: 2023 – Present
Collaboration: A group of 8 people
Game Engine: Unreal Engine – C++
Player Placement System:
I developed a player placement system to dynamically track player rankings during races (e.g., first, second, third) in a multiplayer game. The system relies on vector math, including dot product and scalar projection, to accurately calculate player progress along the race track, ensuring precise and real-time updates across all players.
The system uses an actor-based architecture, identifying and tracking players by their assigned tags. To enhance usability, I designed it as a plugin with visual elements and interactive controls in the Unreal Engine editor, allowing team members to easily view and manage player placement. This approach ensures that adding new players or changing maps is straightforward, making it highly adaptable for artists and other developers.
Physics-Based System:
I implemented a physics-based system to adjust player speed dynamically based on terrain. Players accelerate on slopes and decelerate on hills, adding a layer of realism and strategy to the gameplay. This system uses dot product and cross product calculations to determine terrain angles and player speed adjustments.
Built with a component-based architecture, the system integrates seamlessly with other developers’ work, enabling easy reuse and modification for new maps or gameplay scenarios.