Race against your friends in this fast-paced multiplayer racing game!
- W --> Accelerate
- A --> Turn left
- D --> Turn right
- S --> Break
- R --> Restart lap (only position not time)
- SPACEBAR --> Brakes
If in unity: Open the scene "Assets\Networking\LobyScene" and press the play button To download a build use this link: Crazy Cars Build
First, you will need to enter your name. Then, you can either create a room, join a random room or search for a specific room. Once all your friends have joined the room and clicked ready, the game will start! The first to complete 2 laps wins!
- Daniel --> QA and bugfix
- Alex --> PUN gameplay implementation
- Victor --> PUN server setup / lobby creation
- Polished gameplay with checkpoint system
- Minimap
- Finish scene
- Audio
- PUN server implementation
- Lag mitigation (shortened the amount of network calls from last delivery)
- Lobby is too basic
- Lag mitigation could still be more optimized (path prediction)
- UI bugfixes
- More than 2 player gameplay
- Daniel --> Helping to fix the problems between connections
- Alex --> Sending vehicle data to the server and back
- Victor --> UDP connection between client and server, tried to add join and leave events but they are still a work in progress
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The velocimeter works right as the UI The car has some problems but works correctly Colliders work fine
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Features tried but incomplete
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Accepting more than 2 players
- Each new client connected will get an ID
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Players join and leave events (incomplete)
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GameEvents
- There are no checkpoints or a lap system. He should pass the last checkpoint and then calculate the distance to the second one in order to detect the order of the cars
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World state replication
- Managed to send car speed to the server, but it was very buggy, we should send position and rotation sometimes in order to fix the online car.
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Timer
- As we don't have events for players joining, the game doesn't wait until ther are two players connected to start, so each player will have a different timer.
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Important: The game is not prepared for 3 people, so adding a third client could break the game as there isn't anything preventing that the third client could connect or not.