Posted February 24, 2025 by DriesFierens
#DAE #Howest #Unity #Group Projects
Hello visitor and welcome to our game project for the course Group Projects at DAE Howest.
Our team consists of two coders, Dries and Santi, two artists, Robin and Toshko, and our sound designer, Wouter. Together, we're diving into an exciting project—a fast-paced, adrenaline-fueled game inspired by Speedrunners! Over the next few weeks, we'll be bringing this vision to life and sharing our journey with you through our weekly Devlog. Stay tuned for all the thrills, challenges, and behind-the-scenes action!
Our game is a fast-paced, side-scrolling splitscreen racing game. The core idea is a competitive platforming race where up to four players run, jump, and grapple through a looping 2D course, trying to outrun and eliminate each other.
For our first development update, we’ll walk you through our initial prototypes and the creation of our art bible. This week, we tackled several research questions to determine what worked, what didn’t, and what looked great versus what needed improvement. To keep things structured, we’ve divided our update into two sections: Art, Coding and Sound design. Let’s dive in!
The game is going to feature robots in a kid-friendly cardboard-like art style which is a combination between 2D sprite sheet animation for the characters and key elements and 3D workflow for the environment and assets, with round shapes and vibrant colours. The game focuses on readability with simple hand-painted textures and a low poly modelling approach. We will be using a PBR workflow. However, to keep the paper-like feel, all objects will be non-metal and any "metal" would have to be painted in. The characters will be illustrated in Adobe Photoshop and animated in After Effects.
After careful research and analyzation of our ideas and games with similar styles. We decided it will take place in a junkyard/steampunk world while maintaining the kid friendly feeling. What we're trying to achieve is a parallax side scrolling environment with animated elements and fun visuals to gaze upon without being too distracting.
We would like to focus on more concept art for our characters and assets and to implement them in our prototype for testing. After we're fully set on a design we would add it to the Art Bible and further upon it s that new comers have an easier time understanding the style.
SpeedRunners is a game that blends fast-paced 2D movement with some physics-based interactions (like grappling hooks). Unity is particularly well-suited for this type of game because:
Unreal Engine 4 is a powerful engine, but for a game like SpeedRunners, it might be overkill because:
Unity’s efficiency, ease of prototyping, and lightweight nature made it an excellent choice for SpeedRunners. The game benefits from fast iteration times, smooth online multiplayer, and responsive 2D physics, all of which are crucial for a competitive racing experience. If it had been built in Unreal, it might have required more resources and a more complex workflow than necessary for a game of this style.
Movement is one of the most crucial aspects of a fast-paced game like SpeedRunners. To achieve tight, responsive, and fluid controls, we can take inspiration from Celeste, a platformer known for its precision and feel. By implementing this controller we will ensure the following:
More information can be found in the following video or you can download the prototype demo where we implemented these features:
For our project I researched Speedrunners, Steamworld Dig and Steamworld Heist. Our game's experience will feel similar to that of Speedrunners, an arcade racing game. Something that stood out in that game is the high energy music. The sound effects themselves were rather sparse and lacked some impact, something we can do better. But the high energy music that changes based on the phases in the game were interesting for us. A main game loop OST with a slightly more energetic version when a "sudden death" is reached. We decided to go for an overal robot themed aesthetic with some elements of steampunk which pushed me to research other games with robotic themes. These were of the Steamworld universe, specifically Steamworld Dig and Heist 1 and 2. These games feature very complex music and sound effects either with a Western Cowboy aesthetic or a Scifi Space theme using submarine sounding audio. Most if not all player and NPC sounds in these games are very impactful and all sound like they are coming from heavy, dense robots. Something to think about for our game! Technically speaking we are thinking of using a global audio manager instance that delegates scriptable objects that hold audio assets and modulations for these sounds. We figure that this will allow for a fast workflow for non-coders if they wish to test specific sounds in our scenes. Ideally the audio system should feel easy to use for everyone!
Art research:
Prototype / Coding research: