Sunday, July 8, 2007

Mobile Game: System design - The game world

Introduction
Greetings, in this blog post I'm following on from my series of posts on my development teams progress in designing our first mobile device game. In this post, it is my intention to discuss system design of the game world.

Game World
The game world for the car racing simulator can be broken down into the following elements:
  • Key locations: Famous car racing circuits located throughout the world
  • Scale: As close to 1:1 mapping between real world racing circuits and the reconstructed game versions.
  • Objects: The world will contains as many object as possible to simulate a real racing circuit as possible taking into account the reduced memory and display capability of mobile devices. Objects can include: Spectator grandstands, Overhead billboards, Track markings and so on. The level of detail and textures used needs to be scaled for the mobile device.
  • Day or night: All races will be conducted in a daytime setting.
  • Redering: The game shall utilize a 3-dimensional rendering engine.
  • Camera: The camera view will be in a fixed position slightly above and behind the race car driver position. We have elected to keep the camera in a fixed position to keep processing during scene rendering as low as possible.
  • Game engine: The game enginer programmer in the development team is responsible for porting the game engine used in the PC version of the product to the Windows Mobile platform. The engine is a custom in-house developed platform written in C++ for DirectX.
  • Game lighting: A simplistic 3d lighting model using basic DirectX effects shall be used as complex effects are not support on the Windows Mobile DirectX implementation.

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