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Joe Haskins Mike Holly Symon Wong William Nolin.  “Free-form” gameplay style.  Create a car using a variety of interchangeable parts.  Different parts.

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Presentation on theme: "Joe Haskins Mike Holly Symon Wong William Nolin.  “Free-form” gameplay style.  Create a car using a variety of interchangeable parts.  Different parts."— Presentation transcript:

1 Joe Haskins Mike Holly Symon Wong William Nolin

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

3  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.

4  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.

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6  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.

7  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.

8  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).

9  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.

10  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.

11  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.

12  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.

13  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).

14  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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