Take control of big-name buggies and quads to negotiate scree slopes, steep inclines and various obstacles on extreme off-road and technically challenging tracks. Find the best route, and manage your acceleration, differentials and drivetrain to dominate in local or online competitions.
Some of what i have done in menus have only been mentioned a litle in the “About this game“ and can only talk about it for now untill the game is acually released.
I worked with our in house menu designer to build and iterate on most of the menus.
Transition between menus.
Set of buttons leading to other various menus.
Handling selection of vehicles and tracks so the player quickly can go into a game, with selfmade sliders and templated UI for the tracks and vehicles.
Containing a node graph, and a tool for designers to easy build a career without any help from programmers.
Implemented the decided design.
In Game UI
UI for the obstacle checkers to notify the player when an obstacle was done incorectly.
UI Image Caching
Made it so images in menus were be given different priorites to be loaded in and stored the its owning menu if there was a lot of images that had to be loaded for a menu like quick race.
The built in slider in unity did not have the desired functionality i wanted for the menus so i made a slider that could easily be used and that instantiated its containting objects and could be resused easily. When changing the objects information.
I used templating a bit because it made it so much easier to re use a lot of the functionality in the menus, specially if i needed to use buttons a lot but had to change the information and did not wanna create new buttons every time i wanted one. Then i could just re use the old ones that i kept in a object pool.
This was boxes that was put over obstacles in the game to make sure that if the player took a different path than was intended through an obstacle, we could give them extra time so it was not benificial.