inluded below is the list of website sections:
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Introduction
The ultimate mix of virtual and reality... Computerized battle field with battle fought by remotely controlled vihacle models. The vihacles are RC nitro powered race buggy and truc models that carry some sort of local positioning device and flip indecator( signals the main system that the car is flipped). The point of the game is to capture the flag.Which is done by breaking through terrain on to the opponents side and jumping through the gate on the oponents tallest "base-hill". The above action lights up the captured flag light on the players car. This player needs to get back to his base with out turning over and either jump through his "flag-gate" or ride over the special flag capturing spot. The oponents try to prevent an offender from capturing the flag and from returnig captured flag to his homebase by ramming him in order to turn him over. If the flag was lost by the accedental flip it could be recaptured by either party via dryving through the spot marked by some sort of projector. Each playing station is attached to the guarding rail of the balcony above the battle field. The station is equiped with high chair, stearing weel, gas and break pedals, posibly gear switch, different function buttons and an LCD monitor. The monitor displays main camera view of the car (driver sit), it's position on the map, color coded positions of other cars on the map, states of the flags and any other information that is useful and could be gathered. The players also have a pretty good eye view of the battle field which allows them to drive as they would drive a regular model car. It would probably be also benificial to transmit the sound of each car to it's player. The players might also have voice contact with their own team members which is yet another addition to the effect of the game. There will also be service recovery vehicles of some sort which need to be high speed, capable of towing and turning over another truck and yet not intrusive into the game play. This vehicles are driven by service technicians and they might have special recovery route which they would use to recover the fliped players.
Scope
This document covers the general description of the gaming process in terms of services provided before during and after the game. Specific description of scoring schema. It also goes into farely detailed game unit description.
Terms and Definitions
Game Play
Process of Entrance and Exit
There are five for types of entry into the arena:
- "Beginning of the round" entry. Once an hour a new match is commenced. All the scores are set to zero and all the cars are at rest. This is an operator driven procedure. All the cars are lined up in a starting boxed-in service area. All the cars are fired up and ready to go. Operator brings the car on-line by scaning it's barcode in, setting it into the start box with the door that leads to arena and hits the button thus enabling the players transmiter.
- New player entering in the middle of the match. New player could be added to the game at any time. Same procedure as the above, but only with one vihacle.
- Player is recovering from the damage. The player was turned over or his car broke down and he is reentering the game with "new reincarnation" of his car. Two options: the indecator in the car signals that it is turned over and the service vihacle comes out and picks it up or player verifies that his vihacle is jammed and requests asistance, by pressing a "NEED HELP!" button. In the first event new vihacle is destributed and user switches to it, while service vihacle takes off for recovery. In the second instance the vihacle is desabled and new vihacle is distributed only when the physical contact is made with the vihacle being recovered.
- Entry after refuel. There will be determened a way to pass the fuel quantity info to the player. Each player can drive their car into a pit-stop. In the pit stop their car will be momentarely substituted and they will be able to seamlesly drive on into the game.
- The emergency system-wide stop have occured and the cars are all over the playing field. When the system is brought back on line all the cars get back on track as they were. Since the cars are powered by nitro their engines will keep running, but their controlls will be taken off line. The acceleration will drop to zero and weels will be set straight. The massive collecting procedure will be enabled if recovery does not occur in under 5 min, since some vihacles will require refueling and so on.Information about each vihacle in the game will be retained in a UPS backed up redundant system, so that people will have thier time and results and other vital info stored.
Gameplay and Scoring
The gameplay itself consists of driving around in attempt to score while protecting your own flag. The driving is comenced via stearing weel and a gas pedal which are hooked into the configurable remote control. Player can drive his vihacle by either looking at the game field or by looking at his own screen. (Note to myself: make sure to figure video letency into the program. Real-time or as close to it as posible is the most important aspect of the software.)
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Fig.1 Flag Gate system
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Scoreing is acheaved by jumping through the "flag gate" system to capture the flag and then driving underneath your own "flag gate" to complete the capture. The final capture point will be located on the ground level, so it will be seampler to release the flag. If the percission of the location system will allow the kill points will also be added to the scoring. One per regular flip and two or more per flip of a flag carrier. There will also be a need for a system that will light up some sort of flag carrier light on a car that managed to capture the flag. Another system will be put in place to mark the area where the flag was droped in case of exidental flip of a flag carrier. To recapture the flag the a truck has to cross that area on the map. The first truck registered in the area will be a capturer. If the flag was captured by its owner team it is returned to the team's flag gate.
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All the scoreing will be processed in the order of events received, thus if flag carrier was flipped over, but flown through the capture gate and the flip was registered after the capture the flag is captured. At the same time if the flip was registered before the capture even if the car have sled throught the capture gate it will still be concidered a failure and the flag will need to be recaptured or it will be returned. Also if a lost flag is not reclaimed in a set period of time it will be automatically returned to the flag gate.
Flip over, damadge and out of fuel, recovery.
Each player is given a buffer of two or three cars. Meaning at any time if player flips, breaks down or runs out of gas he is garanteed a back up car that would replace disfunctional car in the game. The replacement car will be started up in the pit-stop upon users request and cross verefication that there is a problem with the vihacle. It is possible to charge a user for each recovery or to provide a backup set as an option. At that case user will be charged only for time played, which could roll over into the next game, but they would have to wait each time their car is being replace( for exception of broken vihacle.)
Awards, punishments , time extantions due to malfunction and normal GAME OVER
A player that have scored the most on the winning team can receive a bounus time to utelize for the next round. Posibly any flip should cause a flag to go back to its post that way the friendly fire will be prevented ( capturing the flag from the member on the same team to get most points.) THere must also be a way to reward flag defenders ( need to come up with that.)
The player that blocks a pathway to the flag and doesn't move, has his time counted at double rate. In fact, double rate should be counted for any car moveing under x miles per hour for more then half a minute. This should stur up the play and keep it moveing.
As was described earlier any kind of malfunction will cause user to automaticaly retain his time in outage and cary it over to the next game.
There can be several ways to end a game for a player. Ran out of purchased time, ran out of purchased fuel, completed the game(game time restricted) completed the game(team score restricted).
Functional Requirements
Hardware Conciderations
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