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Subway Driver

May 2017

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"Drive the furthest you can avoiding obstacles to make the biggest score !"

Subway Driver is a subway themedendless runner made on Unreal Engine 4. The player controls a supercar that can move on 3 lanes, go left or right depending the turn and has an exponential speed according to time. On the road, the player can also collect bonuses explained below.

Details

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  • Genre : Endless Runner, Arcade.

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  • Singleplayer.

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  • Art style : 3D Voxel.

 

  • Goal of the game : Get the highest score by going the furthest you can using bonuses.

Technical details

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  • Support : PC

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  • Engine : Unreal Engine 4.x

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  • View : Third-person 

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  • Collaborator : Benjamin LAPUJADE.

Game Design

Since this was a student project, we received some production constraints by the teachers.

 

The final product had to contain at least :

  • 3 lanes of travel minimum

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  • procedural generation

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  • a local scoreboard

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  • some turns (left, right)

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  • 3 different bonuses

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  • saving system

Level Design

The main level is endless and is generated procedurally. It is composed by 3 types of tiles ; straight, left and right. Blueprint automatically checks every tile to create a logical path for the player.

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On top of each tile is "randomly" placed obstacles : metro cars and barriers. Again, blueprint controls the obstacle spawn probability and checks elements for each tile to provide at least one path for the player.

Scoring

The score is displayed in the top right corner of the screen. It is updated every second and calculated by a simple formula :

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every second = [actual score] + (10 x [current bonus])

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When you crash, you can see a local scoreboard with the top 10 best players.

Bonuses

Multiply the score by 2 for a short amount of time. It also applies to your current bonus. Limit is x16.

Boosts the player speed for a short amount of time.

Can be used to continue the current game when game over. It is stackable but very rare.

3D Art

I chose the Voxel for the game's theme to try a new style and it was quite successful. Assets were produced really fast using Magica Voxel only.

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