Final presentation of UCF Simulator was today, which went very well. Many of the other students wanted to play our game and enjoyed it a lot. Our professor played it and had a very positive reaction to it as well. He seemed to enjoy it based on his laughter and comments. He found the game play challenging, but ultimately beatable. It was like an arcade game of old where the difficulty was tuned just right to make you want to put in just one more quarter because you felt you were close to beating it. After beating the first level, he then challenged us to prove we could beat the new second level, which we did after several attempts. For such a challenging project this was a very satisfying conclusion.
The Final Run
12th Group Meeting
Today we reviewed the comments we received on our AI presentation and went over changes for the final game day. We were able to complete the second level and add in the use of a game controller. Posted below is a video of the two levels as well as a second video showing how many tries it took to successfully complete these two levels as we wanted to make this a difficult game so that players would feel challenged to play it over and over.
Daisy, Daisy, give me your answer, do…
11th Group Meeting
We worked on our AI presentation power point and word document during this meeting and discussed final adjustments that we wanted for our game. Dunquan came up with the idea to incorporate a second level, where if you successfully reach the parking garage within the 40 second time limit, you can proceed to the next level where you will try to make it back to the starting point.
This week we will add color to the animals, add pedestrians to the map, change the blocks into cars and add the second level. Down below is a link to our power point presentation.
https://docs.google.com/presentation/d/12MMWbvJ886_QrYJcFYn_oPSjPwQS5WqQ9NhsIYldUuA/edit?usp=sharing
Did we do good?
10th Group Meeting
With testing day completed, we went over the results of our survey. We got positive reviews and some constructive criticism. Based on these results we don’t plan to change much besides added time to the timer, smaller hit boxes and better handling of the car. The results can be seen below.



What was your least favorite thing about the game?
In summary, it was the handling of the car, that the hit boxes were too large, there were too many collisions and the fact that we had squirrels difficult enough to warrant one review of “SOB SQUIRRELS”.
We decided to only slightly adjust the handling of the car as this was an aspect that we enjoyed. We adjusted the hit boxes so that they are more appropriate to the size of the object, but we kept the number of obstacles the same.
What was your favorite thing about the game?
A lot of people enjoyed the idea of that it was a racing game with the school’s second favorite mascot, squirrels. They also enjoyed the high difficulty that we had and some bugs which included the animal obstacles not being on the ground, but actually floating in the air.
What would you like to see changed?
Less and more forgiving obstacles. Better control of the car and proper acceleration. Adjustment of the hit boxes so that they are not as easy to hit because they were a little extreme, and my favorite, “Can I kill the squirrels and run them over”.
Shifting into Gear
9th Group Meeting
During this group meeting, we focused on completing our game for Game Day in class. We completed the AI movement, which to do so, we manually created several way points on the map, then we created an array to save all the way point positions for that AI. If ”dist” is not zero, and if the bool “Go” is set to true and bool “Rand” is set to false, the AI will start to move by index increasing order of array from begin to end. When it arrives to the last way point it will reset its position to original position and will keep repeating the process. If “Rand” is set to true, it will go to a random position that is assigned to it. If “dist” is zero, the AI will go to the destination and stop. The Unity picture is listed below.


This week we plan to complete our survey questions before game day and finish adding the obstacles to keep the player on the track. We now have trees and animals, and decided to have two different tracks that the player is allowed to choose which they want to drive on. One track has cars going in the same direction as the player and the other has cars going in the opposite direction for added difficulty. The player has to attempt to drive to the parking garage in 35 seconds to win the game, if they do not make it within that time frame, they are allowed to continue the game, but will go into negative time.



We got a Tow Truck
8th Group Meeting
After relaxing over spring break, we met up today to go over the final details of part 1 of the game. We plan on finishing a rough version of it this weekend in preparation for testing day. This will include getting the UI menu and the buttons completed. Adriana is going to finish the terrain and add the last of the obstacles, Dunquan will finish the buttons and menu, and Alex will start working on part two of the project which is the garage.


Pause Script c#
And into the Ditch
7th Group Meeting
In this meeting we reviewed and went over the comments from demo day. We had a major issue that during the demonstration the car wouldn’t move, but turns out that was a lesson learned moment, as that was due to an adjustment of the downward torque without testing before uploading.
After consideration of our time frame and our rate of progress, we decided to not focus on it being UCF themed in terms of the terrain, and just decided to go with the terrain that we were using for testing. This week Adriana will add final adjustments on the the terrain and track, Alex will begin the setting up the parking garage, and Dunquan will focus on adding NPC cars to the track.
Hitting Some Bumps
6th Group Meeting

We completed our demo day presentation power point, of which the link to is down below. Dunquan added a menu and buttons, and Adriana completed a basic track that went around a mountain. Alex worked on collision detection with the obstacles.

For demo day, we had static obstacles in the road and a few classroom buildings on the side of the road. We added some music, and decided to keep the game simple for this presentation and to see if within the next few days some more progress can be made to the track and obstacles. A major factor into why the game was so simple for demo day is because we had several issues with collision detection, which either did not work or would flip the player, causing him to fall through the plane.



Getting Behind the Wheel
5th Group Meeting
After practicing more with Unity, Adriana found a track that we like for the streets. Dunquan found an awesome car for our player to show off around the school, and Alex debugged all our mistakes that never seemed to end. We adjusted the features of the car so that it was easier to maneuver and had the appropriate controls for our game. By the next meeting we plan to have a full track, although do not plan on having it look like the school campus yet. We also plan on researching for our AI.


Do I really need a license?
4th Group Meeting
During this meeting, we went over the comments that professor left for our game proposal. Instead of aiming for all three parts being completed. We plan on just focusing on the one part of the game and then adjusting our goals appropriately for demo day. For now we will focus on setting up the road similar to the UCF entrance off of Alafaya Trail to parking garage B. We will have a car that you can drive from the entrance to the parking garage under a time limit with static and moving obstacles.
We also compared what we had done in the previous week, which wasn’t much since we are still getting accustomed to Unity and set more goals for the weekend to set up a player and car and figure out obstacles. Then we considered stretch goals that we could have such as squirrels since they are a part of the UCF identity.