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It's a soul like racing battle action game. Player chases enemy cars and battle with it by using parrying and deflecting with the dash and weapons. There are sub quests that are normal racing mode and battle racing mode. Car Racing events are played on public roads in cities, there are NP public cars and props. If the player car damages it, the player have to pay damages but when the player win the race, the player will get offered a lot. With that money, the player can upgrade parts and buy new cars, also the player can buy and equip weapons and devices.

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This is the development log of the game "Chase and Destroy it" which is currently under development...

I'm developing as solo, but currently, I'm working on two projects: a long-term project and a relatively short-term project.

This first development log is a relatively short-term project, aiming for release at the end of this year or next year.

It is an soullike racing action genre.

The target platform is aiming to register on Steam as a desktop game.

Like the car chase action which is seen in movies like Fast and Furious, it is planned as a racing action that fights with attacks using weapons, tools, and items, and vehicle rush action using momentary boosts while chasing enemy vehicles.

General racing games have third person views from the rear of the vehicle or first person views from the driver's seat, but when I first came up with this idea, I thought of a side scroller view game that runs over numerous hills in a completely different way.

Currently, the gameplay is being developed as a game in the Top Down View format.

Due to the shadow problem during development(I guess a Unity bug), I started with Unity URP but I'm developing by replacing it with HDRP. I still haven't solved the shadow problem, but I'm continuing with HDRP. (Basically, it is targeted for PC platform but I started with URP because I wanted to release it to high-end mobile targets too if possible. However, even if the pooling system is applied so that only vehicles are visible around player by applying Culling, but when I tried it on mobile, I realized it couldn't be worked... It was not a mobile game anyway.

The game is played on semi-open world environment. (Like most modern racing games, such as Need for Speed) You can move around anywhere on the map, but in a specific area, there are racing events, quest events, or main scenario events can be executed by the player's choice. .

So, first of all, I needed a large city world environment.

What I needed is there are some cities and vehicles that run naturally in those cities, in the meantime, I planned to implement gameplay such as racing or specific action quests in there.

It is developed with the Unity engine, and Cidy2 which creates a city in a procedural way. Among the assets in assetstore, I purchased it (currently Deprecated - I just checked and it's selling service again ^^ I definitely confirmed that it was Deprecated, but maybe the developer seems to resale again) Cidy2 was judged to be suitable in many ways, so I composed the city environment with this asset. In particular, there are several traffic system assets that recognize the city road and automatically create a automatic vehicle driving system. And I chose Simple Traffic System. In fact, there are assets that make it easier to create a city, but you have to manually implement the transportation system. There was an asset creates a huge city with only one click and the draw call optimization is really good... (it's an asset called CScape)

(Regarding AssetStore assets build cities and assets create traffic systems : Blog.naver.com only in Korean)

In the beginning of development, basically PC was actually the basic target, but since I wanted to release it for mobile too (especially high-end smartphones), I tried to configure the buildings in the city with low polygons models.

Among the assets I have, Synty's polygon city seemed appropriate, so I selected buildings in the asset and added them as Prefabs to configure the city in Cidy2.

It was also because I had the goal of completing it as quickly as possible as a short-term project.

However, during development, I decided not to consider about mobile platforms.

1. First of all, CPU resources are greatly consumed to implement the traffic system. (impossible with mobile APU)

2. Visually..., I'm targeting for PC, but personally, the low-poly city keeps looking awkward. Of course, in the case of Synty's polygon city is not that bad looking, but when I created cities with this asset, it looked something awkward and I wasn't satisfied with it.

3. As I planed this game project, I'm trying to put more emphasis on actions such as vehicle crashes/detonation, but during development, in order to implement this, great performance was required in parts such as physics and vertex deformation. Since this is currently implemented with CPU in Unity, it also requires a lot of CPU resources.

In conclusion, even this game is not very much smooth on PC due to these and other performance limitations, so I concluded that this game is not for mobile.




Cydi2 makes it very simple and easy to create your own city. And basically, it provides the models to construct the city. However, since it is aimed at PC platform, it seems that the visual level should be much higher than the mobile target, so I did not use the basic building assets which provided by Cidy2 as they are. I exchanged building assets with other assets

Cidy2 is a method that randomly selects and builds from prefabs in a specific path folder for the generated buildings. The same goes for things like Props that are built in the middle of the street.



For the building, I used Japanese City: Modular Pack, which is a high quality among the assets I have purchased.

Link : Assetstore.unity.com

These assets are created by Sherman Waffle Studios. There are only few assets sold by this creator, but the visual quality is considered to be at the top level of the Unity Asset Store.

Another asset, Kowloon walled city Asian Apartments | In the case of the Modular Pack, I have no plan to use it yet, so I'm not buying it now, but it shows a higher level of visual quality.

Link : Assetstore.unity.com

And another asset I used for the building is Stylized Town.

Link : Assetstore.unity.com

And Skyscrapper tall buildings are City & Terrace Pack

Link : Assetstore.unity.com

Of course, I reconfigured and used these assets for my game project.



As you can see in the asset promo video, it's 3D models that looks pretty good, but the optimization isn't perfect. When used as it is, too many draw calls are created, even it's heavy on the PC platform.

I did optimization using Mesh Baker, and I also did a lot of manual work, such as modifying and modeling the mesh myself, and editing UVs.

Link : Assetstore.unity.com



I could have created cities in this way.

​The video below shows the process of creating a city within Unity. Unlike the basic assets of Cidy2, those are made with the building and prop assets I added.

The next DevLog may cover about Terrain creation for my project.

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