Project thumbnail image
College of Engineering Unit: 
Electrical Engineering and Computer Science
Project Team Member(s): 
Devin Bright, Alihan Baysal, Xuelu Feng, Kien Le and Daniel Seo
Project ID: 
CS.32
Project Description: 

Our project is from the game competition project in which we are to have a single driver vehicle with upgradeable speed and handling, as well as have some sort of collision detection. We decided to base our project on a delivery simulation game, where the player races against the clock to complete as many orders in five minutes. Each order rewards you with money that you can spend upgrading your car to complete even more orders. In order to fulfill the collision detection requirement, we created a collision avoidance system, that uses trace connections to detect objects around the car. With these detected objects, the car will turn and brake to avoid colliding with the object if it is within its direct path. 

Our games theme is set to be driving a remote control car through a house to deliver orders to other toys throughout the room. There are two different vehicles, both equipped with upgradable speed and handling to give the player more choice in their experience. The two vehicles included are a miniaturized Porsche and the Starship robot that appears on campus. We have three different levels that appear as playable maps: a Kitchen, a Living Room, and a Sand box level. The kitchen includes objects with realistic physics that the car is not programed to avoid that you can run into and will react accordingly. The living room appears with the most objects that the player's vehicle will avoid with many obstacles that appear in the players path. Lastly, the sand box level is a fun test level that includes multiple physics and avoidable objects without a timer so the player can learn more about the vehicles properties and drivability!

We developed our game with Unreal Engine 5 using their visual programming option, blueprints. Blueprints allowed us to quickly learn the ins and outs of Unreal Engine with little experience as none of us had any Unreal experience coming into our project. Blueprints were an integral part to our development as it allowed for quick access to creating multiple complex objects quickly (ex. Restaurants and Homes) to allow for more time to be put into other areas of our game.


Project Website(s): 

This team accepts email messages from attendees: 
brightde@oregonstate.edu