Categories
Projects

Octal – Tunnel Racer Reborn

I’ll start with a quick recap. Back in March 2013 I started working on a new project I called Tunnel Racer. It was a basic tunnel racing game that I created simply to try out some new software in Unity. I made a ton of progress very quickly and had a working game in no time – I even let a few friends play it on my iPhone and iPad at PAX that year. In May, I was contacted by a couple guys in California starting an indie game studio called Homunkulus, who had a concept for a game very similar to what I had created. We decided to team up, using my work to quickly get something working for their project. The working title has changed a few times, but we’re currently using the name Octal.

While I haven’t worked as quickly on the new project, I’ve made several changes to move my work closer to the vision for Octal: there’s updated tunnel graphics, new abilities and controls, and an entire system for level generation (along with a simple Windows app to quickly create levels). Now for the good stuff: screenshots.

Updated Tunnel Graphics
In Tunnel Racer, the tunnel was a static 8-sided cylinder that the player’s ship circled. In Octal, the tunnel sides are generated in rings (much like the obstacles) and are semi transparent, allowing the new tunnel graphics to show through. Those new tunnel graphics are the best part, and really make the game pop:

Octal’s fancy blue-and-purple tunnel

In Octal, you’re racing a ship through a wormhole. When I think wormhole, I think purple and blue for some reason. There are a few layers to the tunnel effects, so there’s some nice parallax scrolling going on around the tunnel.

New Abilities and Controls
Unlike Tunnel Racer, where your ship simply steered left and right through obstacles, your ship in Octal has two abilities: boost and jump. Holding the boost button on the right allows you to increase your speed, which is important for score and completing the level. Like Tunnel Racer, you’re racing away from something; in my case it was a giant explosion, but in Octal you’re simply trying to remain inside the wormhole. Moving too slowly drops you out of the wormhole and you lose. Boost can be gained by maneuvering through certain obstacles in the game. Jumping is used to dodge obstacles, but can be held to maintain a hover, allowing you to glide over longer obstacles.

It’s not a pretty UI, but it’s something to start with.

In addition to the new abilities, Octal uses an accelerometer-based control scheme. I could never get the left/right tapping controls to work quite right, so this is probably a good change.

Levels and Level Generation
Finally, there’s support for custom-designed levels. The levels in Octal are like circuits in other racers. Each circuit has 8 levels, which will be designed using a custom program I wrote. It’s a really simple application where a user can “paint” a track and specify settings for certain variables in the obstacles on the maps (like a cycle time or animation type). Everything is stored in a simple binary file that is read by the game at runtime.

Octal's level designer
Octal’s level designer.

More to come…
I’ll be posting more in the coming weeks now that I’m back to doing some real work on Octal. I have some ideas about the UI that I’d like to try out and some things on my to-do list that I haven’t gotten around to yet. And there’s still plenty to say about the game itself and the problems I’ll face as I continue to work.