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spacer.png Third wheel - Plans
Last modified 02 Apr 2008
Today's date 09 May 2008
Active visitors 006
 
Simulation & Arcade modes

Currently the rider and passenger automatically balance the outfit and it rarely tips over completely, the system I have designed works well, and you can have a lot of fun thrashing the outfit around. However I am considering turning off the balance system, or at least giving you the option to do so on the trials maps. I did find that it was pretty tricky to balance things manually, but I will test a bit more to see if it's viable option.

With regards to including a solo option, I have now made some good progress and the handling of the motorcycle is quite realistic, will put up some screenshots shortly.

Skins & Sounds

I intend to make it easy to use custom textures (.png format) and provide templates for the skins. If I have time I would like to build this into the game front end i.e. have a drop down menu in the GUI to select your preferred paint job, faces etc. Also the sound files will be available for modding, although no options for changing or adding alternative models is intended at present as this would be impractical at present. 

Personally I like the motorcycle engine to sound like a four stroke twin, but guess there will have to be an option to make it sound like a two stroke! The game also needs appropriate crashing, skidding and sliding sound effects and tire marks, and ambient sounds like birds, rain, wind, waterfall, clock tower in the distance etc.

The primary  focus of the project is to get a general purpose generic Green Lane, Long distance trials and Road outfit up and running. Eventually I hope to expand the game to encompass other genres of motorcycle combo sport such as road and track racing. Work is underway making the motorcycle rideable separately as a solo, and so far this has been going well, I hope to make it an option in the first release of the game.

Custom Tracks & Maps
Initially I thought it would be nice to allow custom tracks to be added, import your own meshes etc., but my experiences now tell me that this is not really feasible. Maybe that at some later stage a track editor would be possible but its pretty far off at the moment. A "paging", endless landscape, which is automatically generated to produce a large map for practice, exploration or recreation is a real option that I would like to implement fairly soon.

Supporting real geographical data, i.e. you could recreate parts of Dartmoor, or actual sections in a trial. This is now becoming a reality and I have already created several large maps from "real" data, height maps etc., Although currently are not used in the game.

Road or terrain types will include the following: Ice, Snow, Grass, Mud, Earth, Sand, Gravel Tarmac. Some additional random hazards or grip modifiers could included: Puddles, Oil, Cow Sh*t, Fuel spills, and all must have realistic coefficients of friction and properties.
Multiplayer/ Networking
Ultimately It would be fantastic to test your skills against other players, there's nothing else like playing online or over a LAN.
This may take me some time for me to implement, although networking is already built into the 3Impact engine, I've just not had a look at it yet.

Cameras

Multiple cameras to give optional view points, currently there are three cameras in this game and they can be placed behind the outfit, on the rider or passenger, overhead or each side of the outfit, I also will be adding a few other camera locations as well which have yet have to be decided.

Joints

Early Ideas:
All individual components must be breakable - i.e. you can knock off a wheel and tires really have to be able to come off the rims!
If a part/actor is knocked off (wheel, passenger etc) it is no longer controllable by user and in the case of a wheel no longer functions as a motor.
Also rider and passenger should have the possibility of falling off and converting to a "rag doll" in the event of a crash, bump, jump, etc.
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