Joe Haskins Mike Holly Symon Wong William Nolin “Free-form” gameplay style. Create a car using a variety of interchangeable parts. Different parts will have different effects on the car’s performance. 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. Car Genesis will be a fully 3d 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. 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. 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. 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). 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. 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. 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. 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. 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). Windows 2000/XP Pentium III 1000 512 MB of RAM OpenGL or DirectX Compatible 3D Graphics Accelerator. DirectX compatible Soundcard Windows Vista will likely require a faster CPU and more RAM (specifics are not currently known).
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