Racing Post Mortem
For this workshop, I created a top-down infinite racer game using GDevelop. The player controls a car moving along a multi-lane highway, avoiding randomly spawned traffic while accumulating points. The project focused on smooth player control, responsive interaction, and a simple scoring system.
Lane-switching was implemented using left and right arrow keys, with added car rotation for visual feedback. Timers were used to control how often traffic cars appear, keeping the pacing steady. Each traffic car was spawned in a random lane using variables and arrays to define their positions, which kept the gameplay dynamic.
Object groups were used to manage traffic more efficiently, allowing all cars to be moved and deleted using shared rules. A collision between the player car and any traffic triggers an explosion animation and ends the game, providing clear visual feedback.
I also implemented a scoring system where 100 points are awarded each time a traffic car exits the screen. To enhance the visual experience, I added background trees that scroll to simulate movement, and the camera remains centered using screen expressions.
One challenge I faced was balancing spawn frequency and movement speed to keep the game fair yet engaging. Through testing, I adjusted timing and object cleanup to improve flow.
Overall, the project taught me valuable lessons in using timers, groups, and variables for gameplay logic. The result was a clean, playable prototype that can be further expanded with difficulty progression or power-ups.
















