A Racing System for Unreal Engine 4 (UE4)
Budget: $30 – $250 AUD
I need a racing system for Unreal Engine 4 that has the following features.
LANGUAGE
Blueprint preferred but if you think the core game logic would be better done in C++ I'm open to it.
DESIGN
A modular approach so the system can be used on any map.
NETWORKING
Networking and multiplayer is a key component to this project.
VEHICLE SETTINGS AND PHYSICS
- Ability to adjust maximum speed, acceleration time of each vehicle
- The ability for each vehicle to have separate audio sound, impact/crash sound.
- Car to respawn at last passed waypoint on crash or flip
AI
- Waypoint system to know the limits of the track and clever avoidance from other cars and players.
- Start and finish line. Grid start system for all cars.
CAMERA
- Follow player car (behind car view)
- Key to view backward
UI/MENUS
- Player car selection
- Track/scene selection
- Player UI with the display of current lap, position, time.
- Online system to join the game. Only allow from 2 to 12 players per race. Racers that are not players will be AI. Always 12 in a race.
OTHER FEATURES
- Dead zone to respawn player if they go out of bounds
- Speed boost to increase the speed of a car that collided with the boost speed object. This needs a setting for the amount of speed added and also the time in seconds the increased speed will last. This should add extra speed to the cars max speed, not be a set speed.
- Option to control all settings so I can easily change them
- Race mode: Option to have extra race modes later but for now, it will be lap based. Who ever completes three laps first wins.
MULTIPLAYER
- 2 and 4 players split-screen local multiplayer mode
- Network: 12 car multiplayer ability using a matching solution. PlayFab, AWS or another option. Please let me know your ideas and thoughts.
WAYPINTS
Check to make sure the player passes all points (can not skip one)
CONTROLS
- Keyboard, Mobile control, Console controller
- Target device: Widnows/Destop/Consol with the option to consider tablets and phones later.
LANGUAGE
Blueprint preferred but if you think the core game logic would be better done in C++ I'm open to it.
DESIGN
A modular approach so the system can be used on any map.
NETWORKING
Networking and multiplayer is a key component to this project.
VEHICLE SETTINGS AND PHYSICS
- Ability to adjust maximum speed, acceleration time of each vehicle
- The ability for each vehicle to have separate audio sound, impact/crash sound.
- Car to respawn at last passed waypoint on crash or flip
AI
- Waypoint system to know the limits of the track and clever avoidance from other cars and players.
- Start and finish line. Grid start system for all cars.
CAMERA
- Follow player car (behind car view)
- Key to view backward
UI/MENUS
- Player car selection
- Track/scene selection
- Player UI with the display of current lap, position, time.
- Online system to join the game. Only allow from 2 to 12 players per race. Racers that are not players will be AI. Always 12 in a race.
OTHER FEATURES
- Dead zone to respawn player if they go out of bounds
- Speed boost to increase the speed of a car that collided with the boost speed object. This needs a setting for the amount of speed added and also the time in seconds the increased speed will last. This should add extra speed to the cars max speed, not be a set speed.
- Option to control all settings so I can easily change them
- Race mode: Option to have extra race modes later but for now, it will be lap based. Who ever completes three laps first wins.
MULTIPLAYER
- 2 and 4 players split-screen local multiplayer mode
- Network: 12 car multiplayer ability using a matching solution. PlayFab, AWS or another option. Please let me know your ideas and thoughts.
WAYPINTS
Check to make sure the player passes all points (can not skip one)
CONTROLS
- Keyboard, Mobile control, Console controller
- Target device: Widnows/Destop/Consol with the option to consider tablets and phones later.