Week 03

This week, the team continued building momentum following the Quarters presentation. Across all disciplines, members focused on iterating based on feedback, improving technical systems, and refining the visual and gameplay identity of the project.

Design:

  • Iterated on Cavern-specific track design and adjusted car speeds across three levels
  • Identified need for a better player input-to-feedback system to simulate audience experience
  • Started exploring mechanics that introduce randomness and strategic team interaction
  • Discussed potential redesign of gameplay loop to better fit the CAVERN space

Programming

  • Refactored car control logic and improved acceleration/braking behavior
  • Implemented random speed variation for dynamic feel
  • Built Node.js relay server for mobile-to-Unity connection using web sockets
  • Created basic mobile UI controller and early lobby UI
  • Built in-editor track editing tool and Blender export script for vertex data

Art:

  • Modeled a high-poly F1 car and began evaluating CAVERN performance
  • Textured early car model and continued art direction exploration
  • Set tone for visual identity and began developing remaining character/car concepts