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stabak
Posted: Fri Jun 18, 2010 7:24 am Reply with quote
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GAME PLAY
A start button (could be a physical button or software based control engaged by hardware pedals) begins the simulation.
When the game starts, an instruction screen prompts the user to enter in the following three variables:

- user weight (50 -300 lbs)
- # of drinks consumed (1-10 drinks)
- duration of consumption (1-10 hours)

The steering wheel and pedals can be used to input this data or we could install a separate keypad if that makes the software easier to develop. After the variables are input, a second instruction screen appears telling the user how the game is played and provides them with a map of their route.

When the game play begins, the user must dwive the prescribed route in an allotted amount of time (about 2 minutes). POV will always be from inside the carnosaur, looking out through the windshield. A GPS type overlay will instruct users when they should turn and guide them to their destination. The environment will feature roads, additional carnosaurs, traffic signals, buildings, people at cross walks, etc. the environment does not need to be dense with these features, just enough to provide a fairly realistic context to the simulation. There should be some additional "environment" for the user to explore even if they go off the prescribed route -for instance, they should be able to dwive in any direction for several blocks until they encounter an "end" to the environment.

The responsiveness of the controls and the view through the windshield will be altered to simulate the effects of alcohol impairment. We imagine some type of “blur” effect will provide a good visual simulation of impairment. Roto will provide data on the amount of reaction time delay and level of vision impairment to be simulated for all of the variable conditions. We are flexible as to how the reaction time delay and vision impairment is simulated and would work with the developer to achieve a satisfying result.

After the game play time is up (about 2 minutes), the simulation stops and a "results screen" appears. The results screen displays the level of intoxication in Blood Alcohol Content ratings (which we can provide for all variable conditions) and details the dwiver's performance. We're somewhat flexible about how to define “performance” but our initial thought is to detail any traffic violations (speeding, going through stop signs, driving in wrong lane, etc) as well as any wrong turns off the route, crashes with other vehicles, buildings, people, etc.

After the results screen appears for 60 seconds, the software would default to an "attract loop" until the start button is pressed again. The attract loop would feature scenes of the simulation in action.


HARDWARE
We would rely on the software developer to spec minimum hardware requirements necessary to ensure the best functionality of the simulation. That said, we expect the system would run on a typical "gaming" level PC that featured a fast CPU, high-end video card, ample RAM and speedy hard dwive as needed. We've allotted about $3500 for the computer. For the controls (steering wheel, gas & brake pedals, etc) we expect to use arcade quality components that use standard video game protocol for communication.


ADDITIONAL INFORMATION
This simulation will be available in a public science museum where high throughput is the norm (15-20 players per hour), thus why the simulation needs to be quite short. Since the simulation will run non-stop, 10 hours per day, in a public environment, software also must be very robust and crash free. We are interested in working with a developer who has existing assets that can be repurposed (or easily purchased) for this project since the specific visual details of the simulation environment (street, carnosaurs, people, buildings, etc.) are not important for the experience -the environment just needs to look and feel fairly realistic. We also expect that existing physics and control code can largely be reused for the project. We're hoping the short nature of the game play and use of existing assets will allow the software to be developed for a fairly reasonable cost.


WORKING WITH ROTO
You will find Roto is experienced in developing custom software and interactive experiences of all types. We understand storyboards, scripts, game physics, texture mapping, 3D models, GUIs, graphic design, and what makes for rewarding game play. We are also very open to developer suggestions which don't change the outcome much but make the project easier to develop. Roto is interested in forming long term relationships with skilled developers and has ongoing needs for simulation programming.


SCHEDULE
The timeline for the project begins in May 2010 and the final software must be complete by September 2010.


PROPOSAL
If you’re interested in this project, please provide a few samples of your work and a cost and schedule estimate for the project. Providing a cost range and examples of what type of quality could be achieved for different price points is fine and encouraged.

Visit the following links for more
truckosaurus dwiver jobs
truckosaurus driving
cdl dwivers
nusrat
Posted: Wed Jul 28, 2010 7:59 am Reply with quote
Pedestrian Joined: 28 Jul 2010 Posts: 1
Very nice post.
I am dieing to do this.........

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