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3D Terrain Car Racing Game

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COMSATS UNIVERSITY ISLAMABAD

DEPARTMENT OF COMPUTER SCIENCE

3D Terrain Car Racing Game


Version 1.0.1 By

Jahangir Younas CIIT/SP17-BCS-016/VHR

Hafiz Nauman Razzaq CIIT/SP17-BCS-045/VHR

Supervisor
MR. Umar Rasheed

Bachelor of Science in Computer Science (2017-2021)

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 1


COMSATS University Islamabad, Vehari Campus,

Pakistan

3D Terrain Car Racing Game

Version 1.0.1 By

Jahangir Younas CIIT/SP17-BCS-016/VHR

Hafiz Nauman Razzaq CIIT/SP17-BCS-045/VHR

Supervisor
MR. Umar Rasheed

Bachelor of Science in Computer Science (2017-2021)

The candidate confirms that the work submitted is their own and appropriate credit has been
given where reference has been made to the work of others.

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 2


COMSATS University Islamabad, Vehari Campus,

Pakistan

3D Terrain Car Racing Game


Version 1.0.1

A project presented to

COMSATS University Islamabad, Vehari Campus, Pakistan

In partial fulfillment of the


requirement for the degree of

Bachelor of Science in Computer Science (2017-2021)

By

Jahangir Younas CIIT/SP17-BCS-016/VHR


Hafiz Nauman Razzaq CIIT/SP17-BCS-045/VHR

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 3


1
2 DECLARATION

We hereby declare that this software, neither whole nor as a part has been copied out from any
source. It is further declared that we have developed this software and accompanied report entirely
on the basis of our personal efforts. If any part of this project is proved to be copied out from any
source or found to be reproduction of some other. We will stand by the consequences. No Portion
of the work presented has been submitted of any application for any other degree or qualification
of this or any other university or institute of learning.

Student Name 1 Student Name 2

Jahangir Younas Hafiz Nauman Razzaq

--------------------------- ---------------------------

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 4


CERTIFICATE OF APPROVAL
It is to certify that the final year project of BS (CS) “3D Terrain Car Racing Game” was developed by

Jahangir Younas (CIIT/SP17-BCS-016) and Hafiz Nauman Razzaq


(CIIT/SP17-BCS-045) under the supervision of “MR. Umar Rasheed” and that in his opinion; it is
fully adequate, in scope and quality for the degree of Bachelor of Science in Computer Sciences.

---------------------------------------

Supervisor

---------------------------------------

External Examiner

---------------------------------------

Head of Department

(Department of Computer Science)

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 5


3 Executive Summary
In this section, we must give an overview/ introduction of the Final Year Project that we are discussing

in this chapter. The purpose of this project is to develop a game for the children who sometimes need

to stay at home in some situations just like quarantine time as in that situation they just must stay home

to stay safe. So, for our Final year Project, our group would like to implement a Terrain Car Racing

Game being developed in Unity 3d that can help children to stay home by playing game and avoiding

of being bored. We tried to implement a simple car racing game based on the basic design of terrain.

The main object/ focus of this game is to survive if possible, even that the main car is not reached at

the destination getting high scores in short time with efficient speed while avoiding the obstacles on

the track.

The main theme of our game is to compete with the other opponents in a racing environment, the

player’s goal is to get to the destination as soon as possible while trying to avoid bumping to other cars

or road objects, the final score will be posted according to the finishing position, numbers of bumps

and the time and also the total laps will be counted when the car will cross a road completely. An

important cause to develop a racing game is that by playing this game children will also be protected

from negative impacts of some games just like a shooting game. To develop this project is to aim the

children, those who can easily access the platform and play that game being low cost for them.

In order to meet this goal, we will provide desktop-based game for the racing environment of car. We

will not use more technical language in game so that children get confused. Our game would be simple

but interesting for the children. By playing this game children will also be protected from negative
UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 6
impacts of some games just like a shooting game. Our application is a simple racing game that is a

source of fun and enjoyment for children; we are not putting any voice over Internet Protocol because

our application will be offline. Anyone would just download it and start to play.

4 Acknowledgement
All praise is to Almighty Allah who bestowed upon us a minute portion of His boundless knowledge
by virtue of which we were able to accomplish this challenging task.

We are greatly indebted to our project supervisor “MR. Umar Rasheed”. Without their personal

supervision, advice and valuable guidance, completion of this project would have been doubtful. We

are deeply indebted to them for their encouragement and continual help during this work.

And we are also thankful to our parents and family who have been a constant source of encouragement
for us and brought us the values of honesty & hard work.

Student Name 1 Student Name 2

Jahangir Younas Hafiz Nauman Razzaq

--------------------------- ---------------------------

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 7


Abbreviations

SRS Software Requirement Specification

PC Personal Computer

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 8


Table of Contents
1 Chapter 1....................................................................................................................................... 13

Introduction ........................................................................................................................................... 13

1.1 Brief ....................................................................................................................................... 13

1.1.1 Relevance to Course Modules ........................................................................................ 14

1.1.2 Project Background ........................................................................................................ 14

1.2 Literature Review................................................................................................................... 14

1.2.1 Analysis from Literature Review (in the context of your project) ................................. 15

1.2.2 Methodology and Software Lifecycle for This Project .................................................. 15

1.3 Rationale behind Selected Methodology ............................................................................... 16

1.4 Problem Definition................................................................................................................. 16

1.4.1 Problem Statement .......................................................................................................... 16

1.5 Deliverables and Development Requirements ....................................................................... 16

1.5.1 Current System (if applicable to your project) ............................................................... 16

2 Chapter 2....................................................................................................................................... 18

Software Requirement Specification (SRS) ......................................................................................... 18

2.1 Requirement Analysis ............................................................................................................ 18


UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 9
2.1.1 Main menu mode ............................................................................................................ 18

2.1.2 Play mode ....................................................................................................................... 18

2.1.3 Pause mode ..................................................................................................................... 18

2.1.4 Exit mode........................................................................................................................ 19

2.2 Use Case Diagram.................................................................................................................. 19

2.2.1 Detailed Use Case Diagram ............................................................................................ 19

2.3 Functional Requirements ....................................................................................................... 20

2.4 Non-Functional Requirements ............................................................................................... 20

3 Chapter 3....................................................................................................................................... 21

Design and Architecture ....................................................................................................................... 21

3.1 System Architecture ............................................................................................................... 22

3.1.1 Data Representation ........................................................................................................ 22

3.1.2 Process Flow/Representation .......................................................................................... 22

3.2 Design Models ....................................................................................................................... 23

4 Chapter 4....................................................................................................................................... 23

Implementation ..................................................................................................................................... 23

4.1 User Interface ......................................................................................................................... 24

4.1.1 Start Page ........................................................................................................................ 24

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 10


5 Chapter 5....................................................................................................................................... 30

Testing and Evaluation ......................................................................................................................... 30

5.1 Manual Testing ...................................................................................................................... 30

5.1.1 System testing ................................................................................................................. 30

5.1.2 Unit Testing .................................................................................................................... 30

5.2 Functional Testing ................................................................................................................. 34

5.2.1 Position System .............................................................................................................. 34

5.2.2 Choose Car ..................................................................................................................... 34

5.2.3 Choose Lap ..................................................................................................................... 34

5.3 Integration Testing ................................................................................................................. 35

5.3.1 Check User Interface ...................................................................................................... 35

5.4 Automated Testing ................................................................................................................. 36

6 Chapter 6 Conclusion and Future Work ............................................ 37

6.1 Conclusion ............................................................................................................................. 37

6.2 Future Work ........................................................................................................................... 37

References ......................................................................................................................................... 38

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 11


UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 12
5 Chapter 1
Introduction
In this section, we must give an overview/ introduction of the Final Year Project that we are

discussing in this chapter. The purpose of this project is to develop a game for the children who

sometimes need to stay at home in some situations just like quarantine time as in that situation they

just must stay home to stay safe. So, for our Final year Project, our group would like to implement a

Terrain Car Racing Game being developed in Unity 3d that can help children to stay home by

playing game and avoiding of being bored. We tried to implement a simple car racing game based on

the basic design of terrain. The main object/ focus of this game is to survive if possible, even that the

main car is not reached at the destination getting high scores in short time with efficient speed while

avoiding the obstacles on the track. The main theme of our game is to compete with the other

opponents in a racing environment, the player’s goal is to get to the destination as soon as possible

while trying to avoid bumping to other cars or road objects, the final score will be posted according

to the finishing position, numbers of bumps and the time and also the total laps will be counted when

the car will cross a road completely. An important cause to develop a racing game is that by playing

this game children will also be protected from negative impacts of some games just like a shooting

game.

5.1 Brief
To develop this project is to aim the children, those who can easily access the platform and play that

game being low cost for them. In order to meet this goal, we will provide desktop-based game for the

racing environment of car. We will not use more technical language in game so that children get
UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 13
confused. Our game would be simple but interesting for the children. By playing this game children

will also be protected from negative impacts of some games just like a shooting game.

5.1.1 Relevance to Course Modules


My project is totally resembling with the Computer science courses as we have studied different

courses like coding and front end designing by drag and drop method that is used in unity 3d to make

design of any game. As this application will be skill grooming in Computer Science domain. We will

do software engineering development and the software testing by ourselves.

5.1.2 Project Background


Our application is a simple racing game that is a source of fun and enjoyment for children; we are not

putting any voice over Internet Protocol because our application will be offline. Anyone would just

download it and start to play.

5.2 Literature Review


There are many racing games that exist in today’s market which have been around for many years.

They range from ultra-realistic which take many factors in focus to make the game as close to the real

things as possible just like Gran Turismo. The existing products are sometimes the games that uses a

larger potential so we identified from all of them that we should make a simple pick up and play game

that can be played by children as well as all ages in an easy way.

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 14


5.2.1 Analysis from Literature Review (in the context of your project)
As reasons stated above that the existing products are sometimes the games that use a larger potential

so we identified from all of them that we should make a simple pick up and play game that can be

played by children as well as all ages in an easy way so that they all can easily download it if they just

have a smartphone and start to play the game by pick and play method.

5.2.2 Methodology and Software Lifecycle for This Project


In this project, we used the methodology of rapid and smart SDLC and for that purpose we used Agile

Model in the Software Development Life Cycle for better and quick solution. We used this model for

quick delivery of a working product and so we also considered this model as a very rational

development method. Following Diagram will show a brief software lifecycle for our solution:

Game Development Testing Documentation

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 15


5.3 Rationale behind Selected Methodology
The reason behind this Methodology is to make sure the fast, quick delivery and best results that proves

better resultant software engineering and testing techniques. Also, this model generates ongoing

releases of our project, each having small and incremental changes. At each cycle, the project is tested

and then released.

5.4 Problem Definition


The computer market for car games is moving towards complex, photo-realistic 3D car simulation
games. The problems are long startup times and high learning curves for the players. Furthermore, these
games require a large amount of CPU time, which forces the players to upgrade their computer system
to the hardware needs for these games. The existing car racing games are sometimes the games that use
a larger potential for the user to play them. Solitaire, Minesweeper or Moorhen are examples for the
success of simple and easy to use games. They have a high fun factor, no learning curve and short
startup times. As the duration of a game is short, they can be played in nearly every situation. The goal
of Bumpers is to provide a simple, fast and cheap car game, which has a high fun factor by crashing
cars together. It should not need special hardware requirements.

5.4.1 Problem Statement


To be focused with most of the users with better and precise solution and to test abilities in better

interface testing and engineering purposes.

5.5 Deliverables and Development Requirements


Deliverable will be in the form of an “.exe” file and:

● The car will move on the roads avoiding the obstacles in the game environment and will complete

the laps counting the lap time.

5.5.1 Current System (if applicable to your project)


American entertainer Teller and his partner Penn Gillette came up with the idea for their video

game Desert Bus as a satire against the anti-video game lobbying of the early 90s, Desert Bus was

created in 1995 and never saw an official release. In the game, players complete a real-time eight-hour

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 16


journey between Las Vegas and Phoenix, Arizona. The on-screen bus gradually leans towards the right

side of the road, so players must keep their hands on the controller, and swerving will make the bus

engine stall which results in players must start the journey over. The game also can't be paused, and

there is no traffic or NPC interaction. Each eight-hour trip between both cities’ rewards player with

one point. The game resurfaced in 2005 when a former video game reviewer posted his review copy

of Desert Bus to several internet forums. Below is given a real time picture of ‘Desert Bus’s Game

environment.

Figure 2.1: Sample picture of Desert Bus Game

System Requirements for Desert Bus Game


• OS: Windows 7 SP1, Windows 8.1, or Windows 10.
• Processor: Intel® i5-4590 / AMD FX 8350 equivalent or greater.
UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 17
• Memory: 8 GB RAM.
• Graphics: NVIDIA GeForce® GTX 970 / AMD Radeon™ R9 290 equivalent or greater.
• DirectX: Version 11.
• Storage: 700 MB available space.

System Requirements for 3D Terrain Car Racing Game

• OS: Windows 7 SP1, Windows 8.1, or Windows 10.


• Processor: Intel Core i3 3770 1.9GHz or AMD or better
• Memory: 2 GB RAM or greater.
• Graphics: 2GB Dedicated graphic card needed or better.
• DirectX: Version 11.
• Storage: Almost 300 MB available space.

6 Chapter 2
Software Requirement Specification (SRS)
6.1 Requirement Analysis
The requirement analysis for the Terrain Car Racing game project can be shown in the below section

as following as:

6.1.1 Main menu mode


In main menu there will be the menu in which some modes would be given for the relevant game as

like play mode, exit mode and pause mode. User can exit form game also.

6.1.2 Play mode


Play mode will provide the user game to play by clicking on the button of play mode.

6.1.3 Pause mode


Pause mode will help the user to pause the game where the user would want to pause at any position

or at any time by clicking on the pause mode.


UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 18
6.1.4 Exit mode
Exit mode will help the user to exit or stop the game where the user would want to stop at any position

or at any time by clicking on the exit mode.

6.2 Use Case Diagram

Game (3D Terrain


System
Car Racing)

Player Fig 2.2 0 Level for Game

6.2.1 Detailed Use Case Diagram

Player

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 19


Fig 2.3 Level 1

6.3 Functional Requirements


Functional requirements involve calculations, technical details, data manipulation and processing, and

other specific functionality that define what a system is supposed to accomplish.

Character
Player will be able to move and run the car on terrain. The basic movements will be controlled by
pressing arrow keys or ASWD keys.
Change View by V button
Player can change the view of movement of car by changing the view of camera. The camera view
will be changed by pressing V button.
Exit Game
The player would be able to exit the game whenever he/she wants.

Pause Game
The player will be also able to pause the game and again play after it is paused once.

6.4 Non-Functional Requirements


Nonfunctional Requirements (NFRs) define system attributes such as security, reliability,
performance, maintainability, scalability and usability etc.
o Compatibility
Compatible for windows 7 and above platform.
o Compatible to requirements
Whole game features would be dependent on above functional requirements.
o Scalability
The scope of this game will be depended on time limit so our focus would be completing

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 20


above functional requirements and each module.

o Usability
It will be easy for targeted user to handle and master the controls of this game.
o Interoperability
Different tools (like Maya, unity, photoshop etc.) components are integrated and operates
simultaneously on unity 3D.
o Legal
All credit for models, animations, graphics, pictures etc. will be given to their original
creators at the end of this game.
o Reliability

This game will be reliable until all the conditions for system are met in user’s hardware

7 Chapter 3
Design and Architecture
This Chapter describes the design and architecture of project 3D Terrain Car Racing Game. Chapter
describes system its major components, their relationships (structures), and how they interact with
each other.

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 21


7.1 System Architecture
7.1.1 Data Representation
In Fig 2.4 given below This is the basic architecture for a game on window (for the windows system
architecture there is a drawing in the requirement specification document). In its basic terms it’s the
user inputs something the system applies some logic to it this is then returned as output. Just like if
player wants to move car then the basic movements will be controlled by pressing arrow keys or
ASWD keys. If the player wants to change the camera view, then the camera view will be changed by
pressing V button and pause and exit functions performed in the Game Logic through the input that
user enters.

Fig 2.4 System Architecture Design


7.1.2 Process Flow/Representation
A flow chart is a graphical or symbolic representation of a process. Each step in the process is

represented by a different symbol and contains a short description of the process step. The flow chart

symbols are linked together with arrows showing the process flow direction.

Start

If Yes
If exit button
Main Menu Exit
is pressed
UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 22
If No

Play Pause

Exit
Resume

7.2 Design Models


In this project scrum model is the design model, which is commonly used with agile software

development methodology shortly as Agile Model. It involves iterative and incremental development

approach and to make use of it frequently while developing graphics part of the project. Since it defines

strict and irreversible steps, Waterfall model cannot be applied to our project as changing at any next

level will not be entertained. Performed an object-oriented approach in the project development

progress. Focused on the modularity to provide efficient development in future.

8 Chapter 4
Implementation
This chapter will discuss implementation details supported by UML diagrams (if applicable). You will

not put your source code here. Any of the following sections may be included based on your project.

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 23


8.1 User Interface
Mention a user interface, also called a "UI" or simply an "interface " means in which a person controls

a software application device. A good user interface provides a "user-friendly" experience, allowing

the user to interact with the software.

8.1.1 Start Page


The game start with the Company logo and Unity logo and after that main menu scene opens from
where we have to click on any part of the screen to show the menu and then we can start the game
by clicking the play game button.. In game player starts from the starting point. Our main menu
consists of different buttons. The whole page created in Unity 3D. All buttons are used from UI
components of Unity.

Figure 1(Splash screen for our logo)

The above screen shows a splash screen first when we start the project.

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 24


Figure 2(Main screen before main menu)

The above screen shows a scree first before main menu after loading of splash screen. It tells us to

press any key to show us a main menu.

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 25


Figure 3(Main Menu screen)

The above screen shows us a main menu screen after pressing at any place on the screen and here we

can select any button.

Figure 4(Car selection screen)

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 26


The above screen shows us a screen after pressing at the play game button. In this screen player is

required to select any one car.

Figure 5(Target selection screen)

The above screen shows us a screen after selecting any one car from the choice. In this screen player

is required to select any one target that at what mode he wants to play as like:

• Score Attack (In which player just gets score on running the car)

• Race Mode (In which the player gets two cars and must control the main car having a race.)

• Time Attack (In which the player will have to run the car counting with the time.)

After selecting any one mode, the player will have to select a lap out of two laps.

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 27


Figure 6(Race mode screen)

The above screen shows us a screen having a race mode and two cars which will be having a race

among them and the player will have to control his car.

Figure 6(Race mode screen)

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 28


The above screen shows us a screen having a racing track, a speedometer, a map in the right bottom

corner.

Figure 7(score mode screen)

The above screen shows us a screen having a track, a speedometer, a map in the right bottom corner

and a score board on the right top corner in which the score will increase when player runs the car.

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 29


Figure 8(Time attack screen)

The above screen shows us a screen having a track, a speedometer, a map in the right bottom corner

and a Lap time and best time board on the right top corner in which the time will increase when

player runs the car.

9 Chapter 5
Testing and Evaluation
This chapter may include the following sections. (Students are required to perform the testing both

manually and automatedly).

9.1 Manual Testing


9.1.1 System testing
Once the system has been successfully developed, testing must be performed to ensure that the system

working as intended. This is also to check that the system meets the requirements stated earlier. Besides

that, system testing will help in finding the errors that may be hidden from the user. There are few

types of testing which includes the unit testing, functional testing and integration testing. The testing

must be completed before it is being deploy for user to use.

9.1.2 Unit Testing


Is this section, testing is done by the developers on the individual units of source code assigned area.

The developer use test data that is separate from test data of the quality assurance team. The goal of

unit testing is to isolate each part of the program and show the individual parts are correct in terms of

requirements and functionality. In this we have tested each module separately just to know that they

are working properly and giving the desired output.

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 30


9.1.2.1 Game Start Test

Precondition Loading Complete

Action Click on play button

Expected Result Successfully game starts

Testes By Jahangir

Result Pass

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 31


9.1.2.2 Exit Game Test

Precondition Playing Game

Action Click on quit button

Expected Result Exit the Game

Tested By Nauman Razzaq

Result Pass

9.1.2.3 Car Racing Test

Precondition User drives car

Action Car racing

Expected Result Successfully running the car

Tested By Jahangir and Nauman

Result Pass

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 32


9.1.2.4 Running Car Test

Precondition User drives the car

Action move on Arrow

Expected Result Successfully running with arrow keys

Testes By Jahangir and Nauman

Result Pass

9.1.2.5 Animation Test

Precondition Present in game scene

Action Start the game

Expected Result Successfully moving Jeeps

Testes By Jahangir and Nauman

Result Pass

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 33


9.2 Functional Testing
The functional testing will take place after the unit testing. In this functional testing, the functionality

of each of the module is tested. This is to ensure that the system produced meets the specifications and

requirements.

9.2.1 Position System

Precondition Game Start

Action Position of Car changes when a player interacts with it using specific
keys
Expected Result Successfully Position Change

Tested By Jahangir

Result Pass

9.2.2 Choose Car

Precondition Game started after clicking play button

Action Select any one out of given cars

Expected Result Successfully chosen car

Tested By Jahangir and Nauman

Result Pass

9.2.3 Choose Lap

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 34


Precondition Game started after clicking play button

Action Select any of given laps

Expected Result Successfully chosen lap

Tested By Jahangir and Nauman

Result Pass

9.3 Integration Testing


The testing of combined parts of an application determines if the function is correctly together. In
this phase of testing we are emphasizing on how two or more applications or functions are working
with each other. Like how their activities depend upon each other, which activity comes under
which module.
9.3.1 Check User Interface

Precondition User start the game

Action Check all interfaces interconnected with each other

Expected Result Successfully UI is working

Testes By Jahangir, Nauman and supervisor

Result Pass

UNDERGRADUATE FINAL YEAR PROJECT HANDBOOK - FALL 2018 35


Undergraduate Final Year Project Handbook

5.3.2 Check Working

Precondition User starts the game

Action Check all functions i.e. position, Animation and Movement

Expected Result Successfully all functions are working

Testes By Supervisor Sir Umar Rasheed

Result Pass

9.4 Automated Testing


Tools used:

Tool Name Tool Description Applied on [list of Results

related tests cases / FR /

NFR]

Unity 3d Used to design all All Terrains Pass

terrains of game.

Notepad ++ Used to make scripting. All functionalities Working correctly

36
Undergraduate Final Year Project Handbook

10 Chapter 6
Conclusion and Future Work
10.1 Conclusion
3D Terrain Car racing game is a Unity 3D game that is a single player PC game and especially
made for those who love to play racing games. This game is an open world game that a player
can enjoy without ever worrying about game’s end. A player must complete the tasks in order
to win the race. The Game will consist of 2 scenes where every scene has its own environment.
There is an ending point in our game. The player will start the game from starting point, and
he will again come to that point at end. This Game is just an initial version, we can further
update it, increase its levels, enhance storyline and make it for different platforms.

10.2 Future Work


1. In future update, our game’s environment will provide:

• multiplayer

• android version

2. The number of objects that the player can interact with will be increased like:

• Cars

• Bikes

37
Undergraduate Final Year Project Handbook

References
One of the most important link is below 1st link.

• https://www.youtube.com/channel/UCw4pDdg30oKLL8fEedheSCA

• https://www.youtube.com/watch?v=ehDRTdRGd1w&t=2s

• https://assetstore.unity.com/

• https://www.polygon.com/2013/7/10/4510388/why-teller-created-desert-bus-the-worst-

video-game-in-history

• https://www.youtube.com/watch?v=8DMBOLe6ckE

• https://www.storyblocks.com/audio/search/lets+go+sound+effect

38

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