CAR GENESIS Joe Haskins Mike Holly Symon Wong

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CAR GENESIS Joe Haskins Mike Holly Symon Wong William Nolin

CAR GENESIS Joe Haskins Mike Holly Symon Wong William Nolin

Summary � “Free-form” gameplay style. � Create a car using a variety of interchangeable

Summary � “Free-form” gameplay style. � Create a car using a variety of interchangeable parts. � Different parts will have different effects on the car’s performance.

Summary � Players will be shown simple ratings for the stats that a part

Summary � Players will be shown simple ratings for the stats that a part affects (ie “good”, “medium”, “bad”. � Bar gauges will indicate the overall stats of the car. � Players will have the ability to test drive their car to see how it actually performs.

Appearance � Car Genesis will be a fully 3 d game implemented using the

Appearance � Car Genesis will be a fully 3 d game implemented using the Torque game engine. � Car models will be created by students from the College for Creative Studies. � The ultimate goal is to allow body parts to be swapped.

Demo

Demo

Player Roles/Actions � Players will be able to swap parts to customize their car.

Player Roles/Actions � Players will be able to swap parts to customize their car. � Players will be able to test drive the car they create so they can understand how the parts they choose affect the performance of the car.

Player Roles/Actions � Planned for future versions: � Add the ability to save cars

Player Roles/Actions � Planned for future versions: � Add the ability to save cars so players can display and trade them. � Add a multiplayer mode to players can race their creations against other people’s.

Strategies � Players will likely try to find a configuration of parts that maximizes

Strategies � Players will likely try to find a configuration of parts that maximizes desirable qualities (ie aerodynamics) and minimizes undesirable ones (ie weight). � Players will have no indication of how a particular part compares to other similarly rated parts (ie which “good” part actually has a greater effect).

Strategies � The only way to find out how different parts compare to each

Strategies � The only way to find out how different parts compare to each other is by testing them on one of the tracks. � Ideally, the game will be balanced in such a way that there is no “best” configuration for either course.

Levels � Two different courses will be provided for players to test drive their

Levels � Two different courses will be provided for players to test drive their car on. � Players will be able to choose to drive either course at any time. � When the player completes a course, time and average speed will be displayed.

Track 1: Looping � A large loop with a variety of conditions. � Will

Track 1: Looping � A large loop with a variety of conditions. � Will include hard & soft turns, straightaways, hills, etc. � Intent of this track is to test how the car handles.

Track 2: Dragstrip � The player starts at the top of a hill and

Track 2: Dragstrip � The player starts at the top of a hill and races to the bottom. � The path to the bottom will just be a straight stretch of road. � The intent of this course is to test how weight & aerodynamics are affecting performance.

Software Requirements � Windows 2000/XP operating system � Vista is not officially supported, but

Software Requirements � Windows 2000/XP operating system � Vista is not officially supported, but may work. � Torque can be compiled MAC OS X but we are not targeting that platform. � Development software � Microsoft Visual C++ 7. 0 or higher. � Torque development tools (included with engine).

Hardware Requirements � Windows 2000/XP � Pentium III 1000 � 512 MB of RAM

Hardware Requirements � Windows 2000/XP � Pentium III 1000 � 512 MB of RAM � Open. GL or Direct. X Compatible 3 D Graphics Accelerator. � Direct. X compatible Soundcard � Windows Vista will likely require a faster CPU and more RAM (specifics are not currently known).