Voltspur: Saltline is an original arcade motorcycle-combat racing vertical slice made with Unity 6. It combines a single long-form salt-causeway race, responsive lane-based bike handling, three AI rivals, civilian traffic, animated side attacks, boost, stability, a chase camera, HUD, menus, and reactive audio.
This is a focused prototype, not a complete commercial game. The target is one polished 3–5 minute experience that proves the play loop and technical direction. The title, world, characters, code, models, and generated key art are original to this project; no names, logos, music, tracks, characters, or assets from existing road-combat games are included.
If the packaged Windows player is present, launch:
Builds/Windows/VoltspurSaltline.exe
The first run opens at the title screen. Choose Ride (or press Enter / gamepad south button), complete the countdown, then reach the end of the 6.6 km Saltline before the other riders. The game is tuned around roughly 30 m/s average progress, yielding a target race time of about 3 minutes 40 seconds; combat, traffic, and recovery can lengthen a run.
| Action | Keyboard | Gamepad |
|---|---|---|
| Throttle | W or Up Arrow |
Right Trigger |
| Brake | S or Down Arrow |
Left Trigger |
| Steer | A / D or Left / Right Arrow |
Left Stick |
| Strike left / right | Q / E |
Left / Right Shoulder |
| Boost | Space | South button |
| Brace | Shift | West button |
| Pause / resume | Escape | Start |
| Confirm / start | Enter | South button |
| Back | Backspace | East button |
| Fullscreen / windowed | F11 or the Display button |
Display button |
Visible safe-area-aware touch controls are enabled when a touchscreen is present: steer on the lower-left, with left/right strikes, boost, brace, and brake on the right. A release-ready Android accessibility, haptics, and device-testing pass remains future work.
- One procedurally assembled 6.6 km point-to-point salt-industrial route.
- One player bike, three named AI rivals, and moving civilian traffic.
- Arcade throttle, braking, steering, boost, collision, stability, brace, and left/right melee systems.
- Runtime-built environment, chase camera, race flow, redesigned responsive HUD/title/pause/results screens, particles, and synthesized audio cues.
- Original Blender source with exported motorcycle, rigged human rider, seven in-place rider animations, car, van, gantry, and wind-turbine models.
- Full-body left/right strikes, lean, brace, idle, and hit-reaction poses, with contact-timed damage, sparks, and energy trails.
- A nine-test deterministic EditMode suite covering track geometry, race duration, rider assets/animation, and mobile-control mapping.
- Reproducible Windows 64-bit build tooling and a non-building Android configuration command.
The key art is a visual-direction image, not a gameplay screenshot. The models deliberately use a clean stylized/low-poly treatment suitable for a prototype. There is no online multiplayer, progression economy, vehicle garage, campaign, live service, telemetry, advertising, or in-app purchasing in this slice.
Required editor: Unity 6000.3.20f1 with Universal Render Pipeline and Input System packages restored from Packages/manifest.json.
- Open this folder as a Unity project.
- Wait for script and shader import to finish.
- Run Voltspur > Create or Refresh Saltline Scene if the bootstrap scene is absent.
- Open
Assets/Voltspur/Scenes/Saltline.unityand press Play.
The bootstrap scene intentionally contains only a VoltspurGame component. It generates the playable runtime hierarchy so the complete slice remains reproducible and easy to validate.
From the Unity menu, run Voltspur > Build Windows Vertical Slice. The build pipeline:
- creates the Saltline bootstrap scene when missing and makes it the explicit build scene;
- sets the company, product, and
0.2.0version identity; - uses Windows 64-bit with the Mono scripting backend;
- enables Unity Strict Mode and a detailed build report;
- writes
Builds/Windows/VoltspurSaltline.exe; and - rejects a reported success if either the executable or its
_Datafolder is missing.
Equivalent PowerShell command:
& 'D:\GameDev\Unity\Editors\6000.3.20f1\Editor\Unity.exe' `
-batchmode -quit `
-projectPath '<path-to>\VoltspurSaltline' `
-executeMethod Voltspur.Editor.VoltspurBuild.BuildWindows `
-logFile 'Logs\build-windows.log'Use Voltspur > Validate Project for the build scene, bootstrap sentinel, build list, and player-identity checks. Run the EditMode suite from Window > General > Test Runner, or in PowerShell:
& 'D:\GameDev\Unity\Editors\6000.3.20f1\Editor\Unity.exe' `
-batchmode `
-projectPath '<path-to>\VoltspurSaltline' `
-runTests -testPlatform EditMode `
-testResults 'Logs\editmode-results.xml' `
-logFile 'Logs\editmode-tests.log'Generated build output, Unity's Library, and local logs are intentionally ignored by Git.
The packaged player has a deterministic 17.25-second smoke mode. It starts the race, drives, attacks, captures a screenshot during a full-body strike, writes a JSON report, and exits with code 0 only when the expected four racers, traffic, forward progress, combat contact, triggered strike animation, and finite transforms are observed:
& 'Builds\Windows\VoltspurSaltline.exe' `
-acceptance `
-acceptance-output 'Logs\voltspur-acceptance.json'The JSON's success field and process exit code are the machine-readable result. This is a focused runtime health check, not a substitute for playing the full race or profiling it.
The final local verification artifacts are included for inspection:
- Redesigned title screen
- Animated in-engine strike capture
- Rider Blender preview
- Rider strike-pose preview
- Packaged-player gameplay acceptance capture
- Packaged-player acceptance report
- EditMode test results
Voltspur > Configure Android (No Build) saves the application id com.jaredjos.voltspur.saltline, ARM64 architecture, Android App Bundle output, API 26 minimum, and landscape orientation. It does not switch the active platform or attempt an Android build.
The project is not yet Play Store-ready. Android Build Support, mobile UI, device profiling, lifecycle handling, signing, store compliance, and release testing are still required. See ANDROID_PORT.md for the concrete path.
- DESIGN.md — gameplay and technical direction.
- ASSET_REGISTER.md — source/provenance record.
- ANDROID_PORT.md — mobile production checklist.
