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GeorgeHart
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DieselPunk Rally
A technical design exploration into mixing racing and contemporary RPG genres


Gameplay Video
Diesel-punk Rally is a racing - rouguelike/deckbuilder project. It was designed to encorporate randomness and variable rewards into the standard racing genre to increase player retention. Along the bottom of the video you can see some of the 'ability cards' that trigger automatically and provide various special effects to the vehicle.


Vehicle Parts
Players construct their vehicle from one of each type of base part (engine, chassis, etc). Parts have different characteristics, e.g offroad tyres that have less grip on tarmac.
Special parts act like attachments to base parts. e.g turning a rear wheel drive gearbox into a 4x4 gearbox.
Special parts act like attachments to base parts. e.g turning a rear wheel drive gearbox into a 4x4 gearbox.


The Garage
The place to build and tinker with your vehicle.


Abstract Scriptable Objects
All Base and Special Parts inheret from abstract scriptable objects. By including abstract and virtual methods in these abstract scriptable objects, executing unique gameplay effects and passing information to UI elements is significantly easier.
Defining methods with generic type parameters allows one method to be used for multiple types (Engine, Brakes, etc).
Defining methods with generic type parameters allows one method to be used for multiple types (Engine, Brakes, etc).


Special Parts
Some special parts passively modify their associated base parts, changing the behviour of the vehicle. e.g a turbo charger to boost engine power.
Some other special parts are more akin to abilities in an RPG. e.g after activating the handbrake, increase engine power by 5hp (resets at end of round, 10s cooldown).
Some other special parts are more akin to abilities in an RPG. e.g after activating the handbrake, increase engine power by 5hp (resets at end of round, 10s cooldown).


Trigger And Effects
Particular effects and how these effects are triggered can be dragged and dropped into special parts. You can see this in the previous image. This also means they can be randomised via script on startup, exponentially increasing the number of combinations possible.
This system could easily be implemented in RPGs, hero shooters or similar genres
This system could easily be implemented in RPGs, hero shooters or similar genres


3rd Party Assets
I purchased and used NWH Vehicle Physics 2, a high quality, detailled vehicle simulation. This allowed me to focus on the bespoke aspects of the project rather than coding a vehicle controller myself.
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