Midnight Streets - Racing Game

Game Name (pending): Midnight Streets
Genre: Racing
Style: Open World / Story Driven
Target Platform: PC
Players: 1
Description: A single-player-focused racing game. Race through the midnight streets against unexpected rivals in a fast paced story driven game. Don’t get left behind…

Hello, my name is Stephen. I’m working on a racing game. In this thread I’ll share my development progress. Let me know what you think, thanks.

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Today I pick up where I left off… I setup OBS for a higher quality recordings so I can record gameplay. With that out of the way, I can now play and share the Unity project while I talk… here’s the start of the prototype.

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Today I worked on the player profile system and story introduction scene, in short, I made sure they work and lead to the open world scene with the correct data.

Today I’ll share a short requested tutorial for my workflow with Road Architect in Unity to procedurally create road networks the fast, free and easy way. This is a great tool and available on github.

Today I worked on the base logic to control the players progress level. I setup a level manager that will enable the appropriate level controller, player spawning, and player event trigger logic.

Nice work bro, graphics are very sharp, nice shader support. Have you addressed the occlusion culling and LOD type aspect for performance?

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Thank you.

I’m using CScape from the asset store, it’s a highly optimized procedural building/city generator. I love it…

I’m only using the buildings from CScape, since they are procedural it can make 1000’s of variations and due to the awesome shader it uses they render in a single pass - I don’t think they will need any optimizations.

I’ve not done much world/content design yet, so no actual optimizations like OC or LODs yet either. Once I get the main game loop setup I can focus more on the open world design. What I’ve shown so far in the open world was the initial prototype test, just to make sure my idea can work.

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I like it, as CScape uses “few one-pass shaders/materials for a whole city landscape. This results in a extremely optimized performance while using Static/Dynamic Batching or Occlusion Culling. (approx 60-160 drawcalls for a city that covers a surface of 10 km2)”
As long as you have OC set up and running, and batching set up, you should be good to go :slight_smile:

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I’m looking forward to actually doing the world building, I want to see how far I can push it. It’s great to be able to have such high quality buildings at such a low performance cost.

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Today I’m working on completing the core game loop, here’s my progress and some insight to my thought process and approach.

Today I finalized the progression system flow and merged the art and code projects together. I’m experiencing a fairly long load time, so I will need to figure out how to bring that down through optimization.

Note to self: Do more test builds…

In the last video I was concerned about the time it took to load into the open world, it was actually just the Unity editor overhead. Testing a build resulted in much faster load times… lesson learned, do more test builds!

Today I worked with Character Creator 3 from Reallusion to create a test avatar for dialogue and setup a script to test and control blend shapes in Unity.

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Lovely that you have very frequent updates. What music are you going to use for the racing game?

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Thank you for contacting me, I’ll keep you in mind.

I’ve had too bad of an experience purchasing music from the asset store to use their music, that’s for sure; in the past when I was prototyping a lot, I bought a music pack, made a demo with it, posted it to YouTube, then it was copyright claimed by the publisher of the audio. It took 1 month to be released and dozens of emails, I contacted Unity support, they said since I purchased it more than 6 months ago they won’t do anything. When I asked about the EULA, they said they can’t control what the publisher does. Ironically the publisher’s work was removed from the store immediately after I contact Unity support. I was sad to find out UAS treated customers so poorly in a situation like this.

That being said, I appreciate your connection, and I may reach out to you in the future. Knowing that a real person is on the other side that supports you is something I value.

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Today I worked on testing my dialogue concept. I brought the NPC into the introduction scene and configured more pages of dialogue using the actor with various poses and expressions…

In this session I worked on improving the game introduction sequence and setup the player start in the correct place based on which intro option was selected.

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Looks really cool. Good luck with your project!

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Excellent to see you work on this actively. Nasty to hear your experiences on purchasing music packs. That is why original music (that won’t get claimed, is important to have)

Keep it up!

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Today I focused on the player UI. I added a mini map and rear view mirror as well as adjusted the open world dialogue box location.