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Cars Don’t Fly vehicle combat gameplay
Technical Design · Gameplay SystemsTechnical Designer & Gameplay Programmer

Cars Don’t Fly

A vehicle-survivor prototype where directional fire, modular equipment and complementary enemy behaviours turn driving into the combat system.

RoleTechnical Designer & Gameplay Programmer
TeamTeam of 2
Duration4 months
ToolsUnity · C# · Enemy AI · Systems Design

Design roadmap

Click a node to explore

Mindmap

Follow the system decisions that turned a vehicle-survivor hook into directional combat, modular equipment, complementary enemies and distinct build identities.

01 · Design decision

Finding the hook

League of Legends’ Swarm suggested an open design space: combine survivor pacing with the directional constraints and physical identity of driving a combat vehicle.

Mechanics & Implementation

Problem → system response

Making the vehicle matter in every decision

I used technical constraints to keep driving, aiming and enemy pressure inside the same gameplay system rather than treating the car as a visual theme.

01
System problem

Vehicle combat can lose its direction

Omnidirectional damage would let the player drift without caring where the car is facing.

Implemented response

Forward fire and a rear blind spot

Two large front guns make facing a combat resource. Players must turn, route and expose the front of the car instead of dealing equal damage in every direction.

02
System problem

Weapon variety can become disconnected

Adding one-off weapons would increase content without creating a system players can read or combine.

Implemented response

A modular two-slot architecture

Top equipment handles precision or area coverage; Side equipment handles lateral control or close-range pressure. Four weapons create clear trade-offs inside a compact prototype scope.

03
System problem

One enemy pattern creates one safe route

If every enemy applies pressure in the same way, a single movement habit can solve the encounter.

Implemented response

Complementary behaviour roles

Punk Bomb Cars chase relentlessly while Turret Cars deny space with ranged fire. Players must answer immediate pursuit and longer-term positioning at the same time.

Build System

Four run identities

Let the player author the run

The upgrade system changes what the player values: survivability, burst damage, recovery or long-term scaling. The goal is not one correct build, but a different mechanical identity each run.

01

Tank

Stack health to absorb pressure and stay in dangerous spaces longer.

02

Glass Cannon

Stack damage to remove threats quickly, accepting less room for positioning mistakes.

03

Sustain

Heal on kill so successful aggression becomes the resource that keeps the run alive.

04

Growth

Increase experience gain, trading a slower opening for faster scaling later in the run.

Future Roadmap

Planned · Not implemented

New roles built from the vehicle

These directions extend the prototype’s relationship between movement, weapons and responsibility. Neither is implemented in the current build.

01
Planned system

Shared-vehicle co-op

Two players would divide responsibility for movement, weapons or other vehicle systems.

Design question

Coordinated control

How can one vehicle create meaningful, interdependent roles without reducing either player to a passenger?

02
Planned system

Vehicle / on-foot separation

The player could leave the car and enter a second movement and combat state.

Design question

Two complementary states

How should vulnerability, navigation and combat change so leaving the vehicle becomes a decision rather than a simple upgrade?

Project Result

Playable prototype

A complete vehicle-survivor prototype

The project brings directional combat, modular equipment, enemy roles and build progression into one playable system and was presented at TUM Demo Day.

Open the existing project page to play the prototype.

View Cars Don’t Fly on itch.io
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