Unity racing game prototype exploring arcade-style vehicle movement and Rigidbody-based collision handling. Built to learn Unity's input system and component architecture.
Time-Trial Prototype
Unity racing game prototype exploring arcade-style vehicle movement and Rigidbody-based collision handling. Built to learn Unity's input system and component architecture.

The first phase of an ambitious combat racing project inspired by IGPX, Mario Kart, and Twisted Metal. This time-trial prototype establishes the high-speed racing foundation before adding transformation mechanics and vehicle combat.
Building toward a game that pairs Twisted Metal’s vehicular mayhem with IGPX’s transforming mech combat. But first, I need to nail the fundamentals.
Starting with a pure racing prototype to get the speed and movement right:
- Arcade-style vehicle controller tuned for aggressive, momentum-based racing
- High-speed physics that will translate to both vehicle and mech modes
- Control responsiveness that can handle the chaos of combat at 200mph+
- Countdown and Lap timer
Future additions will include:
- Weapon systems and combat mechanics
- Weapons need to work differently in car and mech mode…
- Attacking other racers can cause debris making the track more perilous
- This would encourage players in the lead to engage with runner-up racers, giving lower-positioned players more chances to overtake.
- Transformation system between vehicle and mech modes
- Car mode is all about speed and maintaining/catching lead.
- Mech mode is for combat and creating chaos for other racers.
- Enemy AI Combatants/Racers
- Diverse cast of interesting characters to choose from.
- Racers will feel unique and have interesting back-stories.
Building in phases lets me validate each system before adding complexity. The racing has to feel perfect before a second mode and combat go on top.
Dialog
ALEX: Init collaboration? The party has an open slot for an engineer who delivers. Send a message?▼