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