Royal Riddle Racers - Final Presentation

We presented last out of 4 in a hot stuffy room, probably the worst time as people's concentration levels are slipping. We had some major technical issues 2 hours before the presentation, in a last minute push to get all 4 character vehicles working, we tried out a load of dts's i had exported the day before. 3 out of 4 worked in a fashion but not well enough to show in our final presentation. the 4th character that i had exported was my character which we had gotten working but drove like a house (the wheel base was too wide). I had re-exported an updated smoother model of it with a smaller wheelbase, but it was the only one that didn't work.

We had all 4 characters controllable but mine controlled like a brick and the other 4 had faults like the camera was upside down. we couldn't use either of out 20+ dts exports so were pretty scuppered. we did have a saving grace, a tank-shaped model chris got off the internet that we had been using still showed we could get a custom vehicle working, but when we tried to roll back to that one, torque became unstable. Around this time, chris' laptop contracted a trojan virus from my memory stick. work was slow because the antivirus was running in the background.

In the end, we had to settle with using the default buggy that came with the starter racing kit. We had effectively gone back 3 weeks, but it all worked. we managed to fit in 4 different missions to show the tutorial level, 2 parts of the track that we were particularly proud of, and a final clean level to show the mechanics better.

The presentation went well, we showed all we had to show including my 'faked' menu and character select screen. when we opened the floor to questions, a representative from Blitz games who had set one of the other briefs had a lot of positive things to say about our concept. To the extent that he was pouring forth with a surprising amount of praise. He suggested we typed up a full working concept document, and that we pursued the game further.

The whole project had been leading up to that sort of comment, with the early implementation of a white boxed build, to the Easter presentation when we had a leading mechanic to the final presentation where we were the only group to have more than 1 player, and to go better than that and have 3 players playing at the same time. Its been a very successful project, and we've come out of it with something that has legs beyond the student setting.

The programmers have been excellent throughout, my thanks to Chris (lead) Mac, Kelvin and Jason.

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