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Authors: Wheels of War team
Wheels of War..
With Wheels of War, we want to bring back the awesome feeling when playing Carmageddon all those years ago - the initial racing, the wasting of other cars, collecting power-ups, insane stunts and running over zombies. There will be powerups/powerdowns, a credits system, upgradable cars (via armour, offensive, and engine characteristics), checkpoint style racing (i.e, ability to roam), destructable cars, and a stunts system. Note that this is not a port/clone or rip of Carmageddon. We are taking it's single player concept, evolving it to multiplayer, and creating a whole new environment for it to exist in.
A game design document has been released to the public on the website focusing on our Free For All Campaign game mode. We have many other modes planned, but our first alpha release will focus on this one.
Features of Interest:
* Zombie ragdoll effects.
* In-game soundtrack featuring Intro/Fadeout, Jack Glass, Lucien and Nine Inch Nails.
* Dynamic campaigns via track voting.
* Large library of powerups.
* Multiple gametypes.
* Intuitive, simple graphical iterfaces.
* Voiceover system.
* Locational VOIP support.
* Improved controller configuration options.
* Game statistics and awards.
* User defined music directory with shuffle.
* Ground-breaking radio commentary which adapts around user defined music.
* Offline mode to practise stunts and adapt to vehicle handling.
* Selection of vehicles to choose from, each with thier own differing sets of charateristics.
* In-game live upgrading of vehicle armour, offense and engine properties.
* Involved stunt system, with ambition-based rewards.
* No set theme. It allows us to focus on gameplay at this early stage rather than looks.
* Overhauled vehicle sound effect system.
* More features to be decided upon...
Wheels of War..
With Wheels of War, we want to bring back the awesome feeling when playing Carmageddon all those years ago - the initial racing, the wasting of other cars, collecting power-ups, insane stunts and running over zombies. There will be powerups/powerdowns, a credits system, upgradable cars (via armour, offensive, and engine characteristics), checkpoint style racing (i.e, ability to roam), destructable cars, and a stunts system. Note that this is not a port/clone or rip of Carmageddon. We are taking it's single player concept, evolving it to multiplayer, and creating a whole new environment for it to exist in.
A game design document has been released to the public on the website focusing on our Free For All Campaign game mode. We have many other modes planned, but our first alpha release will focus on this one.
Features of Interest:
* Zombie ragdoll effects.
* In-game soundtrack featuring Intro/Fadeout, Jack Glass, Lucien and Nine Inch Nails.
* Dynamic campaigns via track voting.
* Large library of powerups.
* Multiple gametypes.
* Intuitive, simple graphical iterfaces.
* Voiceover system.
* Locational VOIP support.
* Improved controller configuration options.
* Game statistics and awards.
* User defined music directory with shuffle.
* Ground-breaking radio commentary which adapts around user defined music.
* Offline mode to practise stunts and adapt to vehicle handling.
* Selection of vehicles to choose from, each with thier own differing sets of charateristics.
* In-game live upgrading of vehicle armour, offense and engine properties.
* Involved stunt system, with ambition-based rewards.
* No set theme. It allows us to focus on gameplay at this early stage rather than looks.
* Overhauled vehicle sound effect system.
* More features to be decided upon...







