Description
An authentic next-gen driving experience. Race online, leaderboards, drift, rally and more.
Tune your car and do it all! Take to the racetrack with beautiful officially licensed cars from the top manufacturers in the world. Pick from some of the premiere JDM, European or American makers and hone your skills to be #1!
Tune your car and do it all! Take to the racetrack with beautiful officially licensed cars from the top manufacturers in the world. Pick from some of the premiere JDM, European or American makers and hone your skills to be #1!
Information
• Genre: Racing Simulation
• Platform: iOS & Android
• Engine: Unity
• Status: Released in 2016
• Role: Senior Engineer
Highlights
• Subscription system (car rentals, see first image)
• Custom asset bundle solution
• Mentoring a junior engineer
• Car garage sort & filter
Feature Breakdown – Custom Asset Bundles
During development it became clear the game was going to need an asset bundle solution to continue support for an 8 year old game. There was already a custom solution made for another project in house. However, this system was going to prove to difficult to add to such an old project. It was designed to be a system that manages every asset as individual asset bundles where we only wanted to offload a few of the larger scene assets to save on space. Unity's Addressable system also felt like overkill for what we were trying to achieve.
For Assoluto Racing we needed a simple solution that was going to be fairly quick to implement and offload only the scene asset data we required.
For Assoluto Racing we needed a simple solution that was going to be fairly quick to implement and offload only the scene asset data we required.
To solve this I wrote a simple asset bundle system built around Unity's implementation. We could define what scenes we want to be kept in the asset bundles without worrying about any of the individual assets inside them. We can build and upload the assets through S3, and easily fetch the assets during launch.
Because Assoluto is a live game that has been in the works for over 8 years, there are many places in the code base that custom solutions for loading assets were required, the system is flexible enough to make these custom solutions a quick fix.
On launch there were minimal problems, apart from the odd corrupted download, it was very successful.
Feature Breakdown – Subscription
In order to keep pushing the game further, it was decided a subscription service would be added to the game.
Implementing the base feature set for the subscription was easy enough to do. But there was a big question over one aspect that couldn't be answered until the update was released. We needed to make a single change to our purchasing that would impact everything to come.
Implementing the base feature set for the subscription was easy enough to do. But there was a big question over one aspect that couldn't be answered until the update was released. We needed to make a single change to our purchasing that would impact everything to come.
There were several questions we needed answers to that the documentation and forums didn't make clear. A small test app was made to simulate adding subscription to an existing game. We were able to find the answers to our questions and spend time on making the subscription look amazing. It was another successful update.