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PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

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Page 1: PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

PART RACING

Eric Pierce, Jing Chen, and Paul Shaffer

Page 2: PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

Revolutionizing Mario-Kart Style Racing

Using Havok physics engine: • Car constant in forward motion and

can only control turns• Hit opponents with “parts” of the

world–Mouse interaction

• Pick up “parts” along the race track

Page 3: PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

“Parts” - 1CLASS NAME COMMENTS

ToolWrenchPliersScrewdriverJack

Need to install engine parts“ “ Need to install Wheels

Engine

4-BBL CarbCamshaftTurbochargerAir Scoop

More power – needs tools to install“ ““

BodyWheel(s)Light BarBumperTow Hitch

Need four plus jack to installNeed for laser/missileNeed for Oil Slick DispenserNeed for Mine Layer

Page 4: PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

“Parts” - 2CLASS NAME COMMENTS

Weapon

LaserHoming MissileMineOil Slick

Mounts on Light Bar on top of car “Need BumperNeed Tow Hitch

TreasureDiplomaJob OfferCar KeysPlane Tickets

Page 5: PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

Environment & Controls

OPTION ONE:OPTION ONE: • Dual world track – fire mountain vs. icy snowland • Navigate freely through turns and rotates like

traditional car racetrack • Importing Maya modelOPTION TWO:OPTION TWO:• Nodal map where user makes navigation choices

at each node (left, straight, right)– Path predetermined between each of the node– Operates like a railway track

• Create only a section of the world at a time

Page 6: PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

ImplementationObjects & Data Structures

OBJECT DESCRIPTION

Racers• Player• AI Racer

• Array/list of racers with current position updated on change of location •Collision detection control needed between objects

Power-Ups- Boosts - Invincibility

• Array/list of power-ups• Check if racer collides or if consumed• If consumed, regenerate

Hazards-Falling rocks-Fire-Oil slicks / Ice patches

• Array/list of hazards• Check if racer collides and run consequent action

Movable Items • Controlled freely by user via mouse interaction

Page 7: PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

ImplementationFSM Logic

• On new frame:– Check for user input (mouse/keyboard)

• Move player accordingly, control moveable objects

– Adjust camera based on new position of player– Check racers’ location for collisions– Update power-up, hazards, moveable objects

(delete, move, regenerate, etc)– Check for RACEISOVER

• Check winner

Page 8: PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

ImplementationFSM Logic

Aggressive AIAggressive AI

1. On Path State- On nearby player go to Chasing player state- On hit off path (by hazard) go to Returning to Path

2. Chasing Player - On not near player and off path go to Returning to Path state

3. Returning to Path

- On not near player and on path go to On Path state

Page 9: PART RACING Eric Pierce, Jing Chen, and Paul Shaffer

ImplementationFSM Logic

Scared AIScared AI

1. On Path State- On nearby player go to Avoiding player state- On hit off path (by hazard) go to Returning to Path

2. Avoiding Player

- On not near player and off path go to Returning to Path state

3. Returning to Path

- On not near player and on path go to On Path state