This project started from an existing template, and the comparison video shows the original version next to the modified one.
The goal was to make the game last until the timer runs out, instead of on fail. And to add more mechanics.
I reworked the controls and added joystick input, removed the lives system and added bump and crash animations using tweens.
I also added a package delivery mechanic for extra score and an objective, along with spinout animations and effects to make crashes feel more responsive.
Level generation
The level generation is controlled by a seed and built around noise-based placement.
Because the game is an endless runner, I implemented pooling and streaming for props. This let objects keep their unique positions if the player re-entered an area, while still showing and hiding them smoothly no matter how far the car drove.
Gallery