|Platform||Windows, PS4, Xbox One, Switch|
|Mode||1-8 players, PvE or PvP|
|Working period||Nov 2018 - Nov 2019|
Hotshot Racing is a retro arcade racing game with a touch of modern design. It features the traditional Time Attack and Grand Prix for a single player, while up to 4 players offline and 8 players online can compete in Arcade races or more exotic game modes such as Cops & Robbers and Drive or Explode. Drift, slipstream behind your opponents and boost toward the goal!
I worked on Hotshot Racing as a Game Programmer in Sumo Digital, Nottingham studio, with a team of around 15 people. I coded in C++ with the in-house racing game engine and in C# for external tools.
The road is composed of different surfaces with their own properties that affect gameplay and/or visuals, such as mud slowing down cars and emitting dirt particles. The core system was already in place, but I tweaked the way surface effects worked in the engine to better fit Hotshot Racing’s design.
- Change the list of surface effects to fit Hotshot Racing’s tracks
- Show new FX when driving on some surfaces
The player can charge the car’s boost gauge by drifting or slipstreaming behind opponents. I worked on this feature together with the UI designer.
- Implement charge boost during drift, charge cancel when hitting a wall
- Update boost gauge HUD
- Play SFX to feedback charge success or failure
The player can buy car parts in the shop.
- Implement part unlock system
- Unlock new part when player completes a challenge during the race
- Show progress on a given challenge (e.g. 5 drifts done out of 10)
- Implement part purchase system
- Implement new parts notification system
- Set up save data
I improved the tool used by designers to tweak gameplay and aesthetic parameters at runtime.
- Improve usability (multiple tabs, parameter search, highlighting)
- Added more controls for curve parameter tweaking
- Improve debug menu
- Fixe memory leaks