Context
Over the holidays, I was had some time to kill and was interested in trying out the latest version of Unity 6.
I had always loved simulation games, and thought that it would be fun to prototype an RCT-like game set in space.
What I built
I mocked up a few systems for this prototype:
- track mesh generator, with supports
- custom rollercoaster physics
- guest queueing system
- guest arrival/departure system
- basic object placement system
Here are a few screen captures.
Guests boarding a ride.
Movement along a track.
Object pickup/rotate tool.
Multi-select support.
Early track geometry and physics test.
Disclaimers
The only assets I used for this project were Aron Granberg's A* Pathfinding Project (for guest pathing), and the Linework asset for object outlining.
The project also relies on Unity's built-in Splines package, which provides a basic Bezier curve solver.
All of the art assets (character models, props) are CC0 or generated at runtime (track geometry).