I had another meeting with Cristi this weekend to check the progress and we clarified some things that have to go in Gameplay; we got together into the lower layers of this topic and we also updated a little bit the plan and the tasks.
Today I managed to gather enough information to finish the "Characters" topic. I searched over the internet and managed to find the real authentic mechanic manuals for all the cars, with nice details that will help us design a better gameplay, details like maximum speed, acceleration, horse power, fuel consumption (this will have a tiny impact on the weight of the car as the fuel gets burned, little impact, but we consider it), ride height, car size, the contact surface with the ground in square centimetres, which will help us with the adherence which will further affect the handling and drag force, breaking distance and deceleration, etc. A lot of table values and graphs to help us design car models with real physical properties, properties unique for each car.
Here`s a sample of the graphs I made based on the values, and a little preview of the car`s properties:
Here`s a sample of the graphs I made based on the values, and a little preview of the car`s properties:
Of course these values will be available only in simulation, cause in arcade mode, we have to make the game more fun, so we will somehow put a tolerance coefficient that will ease the control of the car.
Having finished another chapter in our design document, my next objective is to do research on tracks, maps, times, average speeds, maximum speeds, etc. to reflect all these as much as possible closer to reality. Next I will create an animation of a map, highlighting the track from start to finish from satellite view.
Many of these materials and resources will be used to create the presentation for the pitch, which also has to be something special.
Also, I am very happy that we managed to push the deadline at the end of week 10!
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