Turn Based Racing

Overview

Turn-Based Racing is a short experimental Unity project developed over two weeks. The game reimagines traditional racing mechanics with a twist: players don’t accelerate forward, instead, they build speed by turning. Set in the neon streets of Circle City, you play as Pearl, a determined racer aiming to outmatch their rival using superior turning. The game is a fast-paced 1v1 challenge where every curve becomes an opportunity for momentum.

Details

This prototype was created in response to the prompt “turn-based racing.” The name inspired a unique mechanic that challenges conventional vehicle movement. Using Unity, I repurposed a vehicle controller from the Asset Store and broke it down to build a fully functional AI rival.

The AI uses a simplified finite state machine with two states:

  • Drive: Follows a series of waypoints across the map.

  • Drift: Executes tighter turns with directional sliding, simulating handbrake behavior.

The entire experience is focused on mastering side-to-side movement, eliminating forward acceleration entirely to create a fun skill based gameplay loop.

Features

  • Unique “turn-to-drive” control scheme

  • Simple Finite State Machine Agent

  • Simple Custom waypoint-based pathing

  • Deconstructed and restructured car asset

  • Stylized city-themed race track