
BATTLE CAR ARENA

My Role
Core Mechanics | Combat Design
Level Design | Player Progression
AI System | Game Balancing
Post Apocalyptic
13 to 25 yrs old
TPV Car Shooter - Deathmatch
Unity Based Terra Studio
8 weeks - Vertical Slice
Terra App - Android / iOS​​​​
Overview
Battle car arena throws players into fast-paced, 8-player free-for-all deathmatches where survival depends on speed, firepower, and tactical driving. Players control fully armed combat vehicles across arena in a desolate post-apocalyptic world.​​​​
Game Highlights
Combat Mechanics
Core Loop
Driving:
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Accelerate, brake, reverse, and steer.
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Perform Jump, Drift to evade.
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Combat:
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Primary Fire weapon.
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Unlimited Ammo
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Damage system:
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Vehicles have health bars.
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Critical hits cause extra damage

D0 Release - Focusing more on core loop rather than full meta. (Vertical Slice)

Game Flow
Car Controller Specs
Analog Stick movement
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Forward acceleration
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Backward Reverse
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Directional steering
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Reset Button
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If vehicle is stuck or flipped.
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Camera & Targetting
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3rd Person orbit camera independent of car movement.​
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Auto Fire triggers when enemy is in range.
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Aim assists locks on to enemy, helps in fast paced action.
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1.5x ADS zoom for shoot precision.​​
Level Design
Core Combat Zone:
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Central sunken arena designed for high speed chases and close-range battles.
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Terrain & Layout:
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Sloped edges for quick access and jumps, ramps for aerial combat, and scattered debris for cover and movement variety.
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Strategic Areas:
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Ramp corners for height advantage, outer rim for ranged attacks, and scrap towers as hazard or loot zones.
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Level Blockout:
A post-apocalyptic combat zone carved out of a scorched desert canyon with different battle areas encouraging high-intensity encounters.
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Intended Playstyle:
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Encourages aggressive driving, trick-based combat, and continuous movement.
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Designed for both short-range brawlers and long-range gunners.
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Perfect for fast-paced deathmatches, stunt kills, and AI bot car chaos.
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Final Map:

Bot Behaviour Design
Bot Behavior:
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AI opponents with dynamic difficulty scaling.
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Behavioral patterns:
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Aggressive bots prioritize combat.
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Defensive bots avoid direct conflict, focusing on survival.
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Adaptive strategies based on player performance.
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Behaviour Tree:
Vehicle Classes:
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Rookie: Light, fast, agile; low health.​
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Striker: Moderate speed, health, and firepower.​
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Tank: Heavy, slow, high health; devastating weapons.




Progression / Difficulty

D0 Release - Focusing more on core loop rather than full meta. (Vertical Slice)
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Rank League System:​
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Rank up and join the upper league
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Compete against other players
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League based leaderboard
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Game gets progressively difficult as you rank up.
Adaptive Difficulty:​
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Bot enemies gets difficult based on your match history (Adaptive)
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Based on K/D Ratio range, the difficulty of bot is decided.
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The difficulty includes different no. of Cars (Rookie, Striker & Tank) and the health multiplier of each car.

