K.
Well, I have been trying to get Pipe World on a few portals the last 3 weeks, and only one portal responded, Instead I should say that a company that works for a few large portals responded. They want to contract the game, but I just hope it gets on the portals soon, I don't want to pass up on the Christmas consumer whores =/. Maybe the other portals didnt mail be back is because of 2 reasons.
- 1. the game sucks.
- 2. everyone is spamming their match 3 game at them for a quick buck.
awesome awesome awesome game.
In other news...I guess I am starting a new project, although it may be a bitambitious, crazy, and probably is a failure. Ok, now that the disclaimer is out of the way...
Its a 3D Online Drag Racing Game. Yah, you can vomit now.
Well, unfortunetly there IS one 3d online drag racing game HERE, and it actually came out less then a month ago. Its actually not a bad game, and these games actually have a huge market for them. Nitto 1320 has like 100k people registered or some crap? Anyways, I think all these games lack soo much that I believe I can deliver.
Well, i doubt anyone knows that I am actually a mechanics junky. I actually built my car and helped other people build a few cars, and I rebuilt an older race kart which it hauls ass ATM.
![](http://members.gamedev.net/supradork/benchracer/racekart_tn.jpg)
![](http://members.gamedev.net/supradork/benchracer/supra_t.jpg)
Anyways, my plan for the game is to implement these features.
Oh, and the unoffical name is Bench Racer. Bench racing is a form of racing with numbers. For instance I have 400hp @ 3000lb, I will beat your car that has 300hp @ 3100lb. In the game though your the chassis/engine tuner and thats going to be the main method of getting the car fast, winning on the bench lets you win on the track.
- Full 3D
- md2 model rendering
- texture mapping
- vertex lighting
- shadow mapped shadowing
- Full Physics
- ODE Physics SDK
- rigid body collision & response
- different suspension simulations (solid axle/independent)
- different types of transmissions (automatic/semi-auto/manual)
- not sure about the tire model, but something will be made
- probably 3000 things I cant think of
- World (track) files
- simple text files or xml
- file describes placement/size/orientation of models, primitives and heightmaps, and also describes their properties (collision, explode etc)
- probably 3000 things I cant think of
- Car files
- simple text files or xml
- placement of parts for the vehical (engine,wheels,seats), and for performance parts, the description of the effects on the car (bowling_ball ++10kg)
- probably 3000 things I cant think of
- Car Upgrade System
- robust parts system (first one EVER that will be realistic for once, ea/need for speed - GTFO)
- tuning of parts (fuel map/ignition tables, multistage nitrous, cam timing etc)
- first ever real dyno in the game (yes, the wheels spin a real drum and does real-time calculation)
- probably 3000 things I cant think of
- Multiplayer
- server will be kind of like an mmo structure, but no avatars can be visible except in the chat and in the races
- client-server architecture
- custom dbase for speed might be used, but mysql may be better
- probably 3000 things I cant think of
All that shit is probably way too much for now, I have a basic SDL/OpenGL framework implemented at the moment drawing out some car models on a straight track. At the moment I am trying flesh out the camera system i am going to use and finish the basic physics I have right now (simple z axis movement). Then I might attempt making a simple server people can join and race using the simple z movement physics.
Once I get to that point I think I will know If I am ready to take on this kind of game, its a big project that might take many months to get to alpha stage with working physics. Since I never made a 3d game and worked with real physics maths, I want to take baby steps. :D
Screen atm:
![](http://members.gamedev.net/supradork/benchracer/fog_tn.jpg)
I've tried to make racing games many times but the car physics never feel right for me.