Lately I’m thinking about the idea to create a Mario Kart’ish racing game for learning purposes. I’ve created various games in my career, but never worked on a racing game like Mario Kart Tour.
Mario Kart Tour Video
However, I’m having a hard time to come up with ideas how to best create those racing tracks and the level around it in Unity (what tools to use, etc), therefore this post.
Part #1
What Unity built-in engine and editor features/packages do you think help to prototype such racing tracks?
I’m not looking for 3rd party tools from the asset store. I did try EasyRoads3 a while ago, but like with most asset store tools, it caused various errors and I don’t want to deal with these kind of issues anymore. Thus I’m looking for Unity built-in tools or I would create the tools myself.
I would like to find a workflow that allows me to easily change the racing track, so I can iterate a lot on the gameplay (test-driving the track), during its early stages.
I thought about using a waypoint system, like connecting lines or perhaps splines to create the track for example.
Unity Technologies “Micro Kart Racer” project is using racing-track-tiles, but I’m not a fan of that, because it makes the track design rather stiff.
Perhaps a combination of both approaches? Using racing-track-tiles, but being able to slightly deform their vertices through splines in order to bend them to make different curves?
Maybe just paint the track using an Unity terrain?
Do you know of other approaches how to create such racing tracks?
Do you think the ProBuilder package can be of help here or do you know of more useful built-in tools?
Part #2
Let’s consider I’m happy with the racing track prototype. Now I would like to build the actual level/art around it, replace the prototype graphics with actual art assets.
What Unity built-in engine and editor features/packages do you think should be used to create a level like in Mario Kart Tour?
For example, do you think using Unity Terrain for the ground would be helpful?
Would you just export the racing track as a OBJ/FBX and build in entire level in Blender/3dsMax/Maya?
I would like to keep as much level design work as possible inside Unity, because this allows everybody on the team to move things around in the level. This would become more difficult if the level needs to be changed in a 3d modeling application.
Part #3
How do you think the levels in Mario Kart Tour were built? For example, do you think the ground is perhaps an Unity Terrain with modeled 3d props on top, or do you think it’s been modeled entirely?