A PC game based on the classic Commodore 64 game
Written by Mark Rosten, using Blitz 3d

Original version (c) 1984, 1985 Electronic Arts
Programming: Rick Koenig & Connie Goldman, Sound: Dave Warhol
 

DEVELOPMENT INFORMATION

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    Progress  

Percentage

Task

Left to do

Complete

2 players, split screen. 1 player (full-screen) or 2 players (split-screen) is fully working. For a single player game the AI will control the bottom view like the original game did.
 


 

99%

Track designer. Needs to have all the functionality of the original map editor. It validates the map better than the original did, showing you where errors are (pieces not linking up, heights/widths not aligning).
 

Finished, but I may change some of the interface buttons, etc. to make it look prettier ;)
 

99%

Track model creation. The track data is loaded from a file saved by the Track Designer. Individual meshes for each type of track piece are combined into one mesh for the track, adjusting heights and widths where neccessary. It now uses seperate meshes for the narrow track pieces (like corners, turn-offs, and cross-overs).
 

The texture selection needs changing before a demo is released and I may try and write a mesh optimizer to reduce the amount of polygons needed for the track. But I may not ;).
 

95%

Simulating the 3 lane track 'slots'. I have implemented a waypoint system for each track piece. I intend to use this to make the cars automatically stear (allbeit slightly) towards the next closest waypoint in the direction the track is going. I've started by using this information for when the car get stuck in the scenery, which normally only happens when the gravity is very low and there are jumps.
 

Just needs final tweaking now, which will come as I play the game more and more.
 

95%

Menu system.
 

Menu system fully working.
TO DO:
Test all options and store current selections ready for in-game use.
 

90%

Full collision between car and track (and invisible boundary track). Needs tweaking but the basics are there. The car quite happily moves around the track and cannot leave due to the invisible track boundary mesh created.
 

I'm not too sure if I like certain aspects of the collision, so I'll tweak it as I test the new version of the car control and physics aspects of the game (when they are done).
 

75%

World settings. Different gravities, number of laps, track graphics, etc. All the 'Race options' from the original game.
 

Mostly done. Models/textures needed for track and trackside objects. All original game options are configurable, making them ready for in-game use.
 

50%

Very basic vehicle physics.
 

Will be re-written once I get my head around the various maths involved. I'll be deliving through a game maths book I've ordered as soon as it arrives.
 

50%

Different vehicle types. I need to implement all the original game's vehicles and their corresponding physics and statistics.
 

The original game's data for all the vehicles is in and totally configurable. I just need to change the physics system to use the various options selected.
 

30%

Destruction. The destruction elements of the game like the mines and oil and crashes all need implementing.
 

I've started work on the dropping of oil and mines. I need to finalise the models/textures used of course, and add collision for each dropped object, but the laying on the scenery is pretty much done.
 

0%

Computer AI for second vehicle.
 


 

0%

Addition not found in original game: Competition mode.
(Idea, not sure if will be added to finished game.)
I think I'll add mini-league and knockout modes to the game. This should extend the multi-player by allowing several people to play on one computer by taking it in turns. The game will generate the league and knockout fixtures of who gets to race against whom, keeping scores, etc.
 


 

0%

Sound effects and music.
 


 


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