RevOne GP
A downloadable game for Windows
RevOne GP
A Grand Prix Simulator. Written in Python like it's 1991.
Clear your weekend and put the kettle on while you load all three disks worth.
* UP TO 32 COLOURS ON SCREEN AT ONCE, enough to stretch an Amiga 500, including up to 15 shades of tarmac grey so you can see the crest before you fly over it.
* THREE ENGINES: A V8, A V10 AND A V12. Each has its own torque, gearing, thirst and tyre appetite. Your cockpit is even painted to match — green, blue or red, at no extra cost.
* 25-CAR GRID. The AI plans its overtakes, defends its line, tucks into your slipstream and makes its move.
* FULL RACE DISTANCE. 59 laps if you've the stamina and the fuel. The V12 might not.
* SET UP YOUR CAR. Front and rear wings, traded off lap by lap. Drag, downforce and balance all follow.
* WEIGHT THAT MOVES. Load transfers front to rear and side to side, and the suspension and centre of gravity rise as the fuel burns away.
* GRIP FROM SLIP. Traction comes off a real slip-ratio curve, so wheelspin and lock-ups are earned, not scripted.
* BRAKES WITH A TEMPERATURE. Discs heat, fade and cool, starting the race warmed from the formation lap.
* TYRES THAT MATTER. Temperature, wear and blistering. Run wide into the gravel and the rubber pays for it.
* FUEL THAT WEIGHS. AIR THAT THINS WITH ALTITUDE.
* SYNTHESISED SOUND. Engines with Doppler, stereo tyre squeal, and rivals you hear before you see.
* REAL CIRCUITS traced from aerial photographs, with elevation, kerbs, braking boards and painted grid boxes.
* TV CAMERA MODE. Press TAB to watch any rival's race.
* NO GRAPHICS CARD REQUIRED. Every pixel drawn by the processor, as nature intended.
* TUNED FOR THE KEYBOARD. Arrows to drive, or classic QAOP if you learned on a Spectrum. Alt to change up, Space to come down. No wheel, no pedals, no excuses.
* 16,838 LINES OF CODE. Mostly comments. We apologise for nothing.
Automatic gears available for those who find six a bit much.
DEMO LIMITS: Silverstone only. No qualifying, multiplayer, or trackside scenery yet.
[Edit] due to only 3 placeholder sprites for each car, there is a bit of a silly rubber-band stretching effect when cars wheel-spin too much to the side rom the grid. Final sprites will be generated at multiple angles from a proper 3D object, which will in any case be needed once I add cars bouncing vertically due to tyre contact and collisions.
| Published | 3 days ago |
| Status | In development |
| Platforms | Windows |
| Author | RevOneGP |
| Genre | Racing, Simulation |
| Tags | Retro, Singleplayer |
| AI Disclosure | AI Assisted, Graphics |
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Development log
- Doppler3 days ago

