
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
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After getting to grips programming with Blitz Basic writing my popular Bruce Lee remake, and after a bit of a break from programming, I decided to start a new project using Blitz 3d (the 3d incarnation of this great programming language). As I like the retro remake challenge I decided to try and create a new version of Racing Destruction Set, based on the original Commodore 64 version (were there other versions?).
The game will be 'based on' the original Commodore 64 version and a not a direct remake (like my almost pixel-perfect Bruce Lee remake was). I'm hoping the game's original look and feel will still be there in this new version, but as it's using a 3d engine instead of 2d it will of course look different to the original. I'm hoping that all of the original's features will be included with a few enhancements here and there.
If you are not familiar with the original game, view a review of it at the Stadium 64 website >here<.
2002-09-23 - Progress update.
I'm been playing with the vehicle collision code this week, as well as checking into some rigid body phsyics demos that were kicking around the Blitz community. This new few weeks I'll be concetrating on reading my new physics for game developers book, and trying to implement what I've learned into the RDS car control/physics code. As this is all new stuff to me I'm not sure how long it will take to implement, if I can manage it at all
. So, as always, watch this space, just don't be surprised if I don't post any updates for a few weeks (no doubt I'll be tearing my hair out and swearing at the computer
).
2002-09-17 - New screenshot.
Just a new screenshot today, showing the new font I'm using for the HUD information in-game. I must stop tinkering and get on with the new physics and control code!
2002-09-15 - Progress update and 2 new screenshots.
I've spent this week tinkering with the menu system, adding a few things and tidying up others. It's working as well as I want right now, so I can leave it alone and get on with the main game again
.
I've also started coding the laying of oil and land mines for the destruction part of the game. Currently it only adds basic mesh details to the scene and subtracts from the available amounts of oil and mines, as specified in the menu system. I'll probably finish the code to drop the oil and mines before my next task. Collision detection and crash processing will be left until after I've re-written the control and physics code.
I've added a couple of new screenshots, one showing the race options in the menu system and one showing full screen mode when you are playing one player. I've had to change the temporary texture I was using for the pavement as you couldn't see the oil drops well enough. In one player mode you have the option of playing in normal splitscreen mode (computer player on the bottom), or full screen mode, showing you more of the track.
Plans for the week: Finish the initial oil and land mine dropping code and look at the collision code before getting ready to re-write the physics and control code.
2002-09-10 - Progress update and new screenshot.
I've finished testing the new vehicle selection screen, comparing all the numerous combinations of engine/land mines/armour/etc. to the original game. I've also added a file selector for loading previously saved vehicle data (you can save any vehicle configurations created). A new screenshot shows this vehicle selection screen in action. The rotating 3d model of the vehicle selected is just a place-holder, as are all models I have used so far.
2002-09-08 - General news.
I've had a very kind offer of help from Brent R Homer, offering his 3d modelling services for the track side objects needed in this remake
. I was going to leave all the object modelling until very last but if someone out there is kind enough to help me along then I'll gladly accept
. Thanks Brent!
2002-09-08 - Progress update.
I've been working on the vehicle selection screen yesterday and today. The basic display and changing options is working but I know have to incorporate all the original games many, many, (many!) options. To that end, I spent a while with the emulated game and wrote down all the different values for the vehicle options, things like: what tyres can be selected, what engine sizes were allowed, how many land mines/oil gallons were allowed, etc., etc. There were a huge number of settings per vehicle allowed so now I'm adding data tables to the code to cope with all these settings. Getting all the data in and correct and working will take a day or two as there's so much of it!
I'll post a screenshot once I'm happy with the layout of this new screen.
Plans for this week: Finish entering all the vehicle statistics data and implement it in the vehicle selection screen.
Last 6 news entries shown. Click here to show all news.
All screenshots are WORK IN PROGRESS!
Models/Textures will be changed before a demo is released.
Development shots (menu system shots, track designer shots, etc.):
Latest screenshots shown. Click on one to show the full-size image.
Click here to show all screenshots (you will have to scroll down again though).
Please send any feedback by email to Mark on this address:
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You can post on my forums >here<
My Bruce Lee remake site -
My remake site for my PC conversion of the classic Commodore 64 game Bruce Lee.
Blitz Coder - Game Developement Resources - Great resource site. Nice tutorials and check out their Showcase section!
Blitz Showcase - Official Blitz Basic Showcase from Guildhall Leisure.
Retro Remakes - Excellent retro remakes site.
Stunt Mania - A remake by Thomas Harte based on 'Sports 4d Driving'. Check out his progress now!