Inspiration
We were inspired by our track and the retro theme of the hackathon to design a game with a pixelated, retro aesthetic.
What it does
Our game has the user control a character on a hoverboard as they navigate obstacles and build their own path to complete each level as quickly as possible. It features a custom physics engine for the hovercraft, a level editor, and the option to load levels and try to complete them as fast as possible.
How we built it
We built Hoverbike using Raylib and C++ through CLion and a shared Github repository. All the visuals, audio, and mechanics were made from scratch without the use of an existing game engine.
Challenges we ran into
We had difficulty getting the physics, such as acceleration, of the game to function as intended. It was also challenging to finish all important features and polish the game before the deadline.
Accomplishments that we're proud of
The ragdoll, particle, and self-balancing thruster mechanics and the automatic pixelation of the player and terrain eventually all came together after much hard work. Overall, we are very proud of the visuals of the game and the feel of controlling the hoverbike.
What we learned
We learned overall more about physics engines, game development and specifically how to manipulate objects to get the desired visual output. We also learned how to incorporate different techniques such as pixelation and parallax to make a uniformed game.
What's next for Hoverbike
Next we will develop further levels and objectives for players to complete while focusing on making gameplay intuitive and appealing. We also want to release the game on itch.io and on the app store so it is more accessible to everyone.
Built With
- c++
- raylib
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