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Dhoom, The Game


DHOOM, The Game
(Spring 2007, Supervisor: Dr. Pritee Khanna new windowIIITDM Jabalpunew window)

(Awarded the Best Video-game Award in the "3D Video-game Development Competition held at IIITDM Jabapur, Panel of Judges, Prof. Hiromasa Suzuki, Dr. Ohtake, The University of Tok
yo)
  • A 3-Dimensional Racing game based on the story of a Hindi movie - DHOOM.
  • In the first person's view, the biker (player) moved around in various scenes in 4 different stages, with different AI and goals bestowing a true interactive gaming experience
Language Used: C++ and OpenGL API
Duration: 4 months
Led a team of 4 members

There were four different stages according to the story-lineup of the movie

Stage1
  • Scene: A city view, four lane road with different randomly chosen textured building on road sides
  • Goal: To reach the target in the limited time avoiding the randomly positioned cars in the traffic,  the time remaining is shown below the player status bar
  • Scores: Based on the time remaining after finishing the track and remaining Health and NOS
  • Techniques used: Texture mapping, physics for player motion and status management, animation, smaller optimizations like use of fewer textures, and no textures on the faces of the building which are not visible


Stage 2
  • Scene: A jungle scene, randomly positioned and randomly textured masked trees on the roadside of a cemented road
  • Goal: To reach the target point without getting caught by the chasing police, the positions of the player and the police will be displayed in the chasing bar under the player status bar
  • Scores: Based on the distance between the player and the police finally and remaining Health and NOS
  • Techniques Used: Texture mapping, Masking, Physics for player motion and status management, animation


Stage 3
  • Scene: A narrow track with fires on both sides
  • Goal: To reach the target point without with maximum Heat Endurance. Head Endurance bar is shown below the player status bar. Its rate of decrement is directly proportional to the players closeness to the side fire. The Heat Sensor (Square in the center) shows the closeness level, green=safest distance and red=close to fire. 
  • Scores: Based on the remaining Heat Endurance at the end, Health and NOS.
  • Techniques Used: Texture mapping, Masking, Physics for player motion and status management, animation


Stage 4
  • Scene: A night scene with a road with buildings on one side and sea on the other.
  • Goal: To reach the target point with the highest rank. This is a kind of a topical race with four other bots. Instant Positions are shown in the bar below Player Status bar.
  • Scores: Based on the Rank by the end.
  • Techniques Used: Texture mapping, Masking, Physics for player motion and status management, animation.
  • Special effects:
    •  Raining Effect
    • special lighting effect to simulate the headlights of the Bot's bikes
    • Tilting Effect to simmulate the tilt of a racing bike while turning



Top Score Sheet

Finally the cummulative scores of all the stages cleared by the player is shown and kept saved.




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