Another showoff for my spline-based race track. This track was generated using 5 points and 50 intervals for the model. The second shows a bug that looks quite strange but cool.
Two years ago when I was still in school I always was into game development. I did my trainee ship at Team 6 Game Studios where I and Frank worked on Pacific Liberation Force. A helicopter shooting game that is released for the PC and now also the Wii.
I added this game to the games set and uploaded a movie to YouTube with bad sound that I made a while ago.
You think the good old time are over with Pascal? Wrong! The pascal gaming community is slowly growing again. A few days back Jason McMillen, known as WILL in the world of Pascal, released a new magazine dedicated to Pascal Game Development. Even if you’re not into Pascal, it’s worth to read it as there are many hints and tips in it.
The contributors to this colorful magazine are mainly from the Pascal Game Community, but also some out standers have given some contribution. My friend Frank fro Z0r Games also wrote an article about “Making Commercial Games” and Jens wrote a small review of the free game Debrysis.
Now grab your copy at www.pascalgamer.com!
For the PGD Annual our team agreed to create a “state of the art” arcade race game that features stuns like loops, corkscrews and jumps.
About the game
This is a race game that is all about a high speed adrenaline rush. 3 (4 if time would let us) different vehicles to choose from and 3 tracks to race on. Each track has a difficulty rating that is either easy, medium or hard. It can be played in single player mode as well as multi player.
To try and get all this adrenaline flowing Hell Tech Game Engine is used in combination Newton Game Dynamic for physics. The tracks are predefined points with spline lines between them extruded to create nice curves, so the car would drive smooth. Also we try to have some network multi player up to 8 or 16 players.
We created a Game Design Document which briefly describes that we make a race game.
The progress so far: we have the engine and the physics in place. These still need a lot of tuning to do on the car as it can drive, but it constantly fly out of the curves, dramatically rolls over and finally comes to a full stop on its roof. And this all with no sound!
This leads us to a quite a big to do list. Tune the physics, create all the game logic, AI, make levels (tracks), textures, models, sound, music, menu… Well, everything except the engine and the physics.
Another year, another Pascal Game Development Competition (forum). Last year there wasn’t any, the year before we bailed out due the lack of time. And the year before that we placed 2nd with .S.C.A.G..
This year we join again. And this year the team is 4 people strong!
The theme this year is Arcadia. It has everything to do with arcade cabinets. We need to develop a game that could be turned into an arcade cabinet. Anyway, you can read the rules here.
So what we gonna make?
I can’t tell much yet, but with a team of 4 you may expect something big.
We use Hell Tech Game Engine for visual power, sound, network and input. For physics we plan to use Newton Game Dynamics.
Check back soon!