Casino Rush
Group project | 13 persons | 1 month
Context
Casino Rush is a game made in first year, it’s a group work, composed of several GD and also several 3D.
Emergence of the idea
The statement asked us for a car game, after brainstorming on several themes we made a vote, and the one that got the most votes was the Casino theme.
More details about the concept
While looking for what rolls at the Casino, the choice of vehicle quickly appeared: a cart of tokens. For the gameplay, being a racing game, the player had to try to reach the finish as quickly as possible. For the challenger, we added a constraint on the chips: if the player gets into an obstacle too quickly, then he loses chips, which makes his score.
So the goal is to reach the finish as quickly as possible by keeping a max of tokens on our cart.
Work Done
Game Design
I helped define the 3Cs (Camera, Character, Controller), especially on the camera and the character.
I also set up some feedback to make sure the player understands the game.
I was the one who defined slot machines (collectibles) and their effects.
Camera
For the camera, the player had to be able to see the tokens on his cart, so the camera had to be quite high when looking down, but the player also had to be able to see what he has in front of him.

Controller
For the character, we needed an uncovered cart; we had to be able to see the tokens we have on our cart.

Feedbacks
As for feedback, the player had to be able to see when he loses or wins chips, so I defined an intention in the loss of chips.
There are VFX for when the player loses and wins chips, but also the chips you see on the cart go down or up little by little.

VFX Loss of tokens

VFX Gain of tokens

Loss of tokens (bit by bit)
Slot machines
Slot machines are collectibles present in the game; the player can collect them, a draw is then made and the result of the machine will be displayed at the top left.
Each fruit wins a different number of tokens, the player also has a chance to make a jackpot winning a unique ability.

Programmation
I was the main programmer on this project, I programmed almost everything, we were provided with a package with a car script that already had the controller, to which we added features.
This project was very formative, it was our first 3D project, and I was able to work on a lot of basic concepts;
- List & Basic Variables
- Coroutines
- Vector calculation
- Switch
- UI
- Gizmos
List & Basic Variables
For example, to manage tokens, I created a LIFO list system (Last In, First Out), each token was removed when it was at the top of its stack.
The elements of the slot machine were in an enum, thus letting me choose an element from the enum randomly.

Coroutines
For the Lemon Jackpot, which lasts over time, the coroutines were the means to make it work.
Gizmos
At some point in the game, we are projected by a cannon; this cannon is actually a list of transforms that the player crosses point by point. To make it easier to see the trajectory, I made Gizmos that draw a line of trajectory.
