
Introduction
Roller Coaster. Build and ride roller coasters with ease. Designed to be able to learn to play in seconds with touch. Use of gyroscope while riding to get coins for high scores.
Its designed to be able to play it in varying time spans. Its a game you could pull out at lunch and build a coaster in 2-3 min and show a friend. Also one that
you could spend much more time building the perfect coaster.
The game is written in C#, and is using XNA as a front end (a Windows 8 "Desktop App").
Background
My name is Mark Dickinson I am a student at ASU, and am a CS major. I have been working with roller coaster design since I made my first mod on Warcraft 3 with
triggers. I learned a huge amount from watching players struggle to learn the game quickly. I stopped adding features and spent over a year on and off making the features that
existed very easy to use and straight forward. I have since spent most of my time in c#, sliverlight, and xna.
Key Features
- Fully playable with keyboard, mouse, and touch.
- Building coasters, with a large amount of flex-ability yet designed to take only seconds to learn.
- Ride coasters, from in the cart or from a third person perspective.
- Ability to lean in your cart left or right in your cart to get coins while riding.
Screenshots
Riding (Cart View)

Riding (Third Person View)

The code
Backend
The back end of the game is built in c# in a library called "RCLIB" .
Here is a function I have in "RCLIB".
Build Track
- Is
coaster finished
- Where would the track be built
- Check for flipped on bools, (e.g.,
iqnoreOutOfBounds) - If its on, make sure it can fix the issue, or return zero tracks built.
Note: When it attempts to fix the issue, it allows the game to build additional tracks, or back up a small amount.
static public int BuildTrack(Direction direction,
List<Object3D> myTracks, ref List<Direction> directions)
{
if (CoasterFinshed)
{
return 0;
}
Object3D track = new Object3D();
Vector3 newOrientation = new Vector3();
Vector3 newLocation = new Vector3();
Vector3 LastOrientation = new Vector3();
if (myTracks.Count > 0)
{
LastOrientation = new Vector3(myTracks.Last<Object3D>().Orientation.X,
myTracks.Last<Object3D>().Orientation.Y, myTracks.Last<Object3D>().Orientation.Z);
newOrientation = new Vector3(myTracks.Last<Object3D>().Orientation.X,
myTracks.Last<Object3D>().Orientation.Y, myTracks.Last<Object3D>().Orientation.Z);
newLocation = new Vector3(myTracks.Last<Object3D>().Location.X,
myTracks.Last<Object3D>().Location.Y, myTracks.Last<Object3D>().Location.Z);
}
else
{
LastOrientation = new Vector3();
newOrientation = new Vector3(0, 270, 0);
newLocation = new Vector3(0, 0, -40);
}
newOrientation = GetNewOrientation(newOrientation, direction);
newLocation = GetNewLocation(newOrientation, newLocation, LastOrientation);
track.Location = newLocation;
track.Orientation = newOrientation;
track.Scale = new Vector3(Constants.TRACK_SCALE, Constants.TRACK_SCALE, Constants.TRACK_SCALE);
if (iqnoreAllButStandard)
{
directions.Add(direction);
myTracks.Add(track);
return 1;
}
else if (iqnoreFinshArea == false && InFinshArea(newLocation))
{
directions.Add(direction);
myTracks.Add(track);
FinshCoaster(myTracks, ref directions, 1);
return 0;
}
else if (iqnoreAutoLoop == false && AutoLoop(myTracks, ref directions))
{
return 0;
}
else if (iqnoreCollision == false && CollisionDetected(newLocation, myTracks))
{
return 0;
}
else if (iqnoreFlaten == false && Flaten(myTracks, direction, track,
newOrientation, newLocation, LastOrientation, ref directions))
{
return 0;
}
if (iqnoreTracksToLow == false && TrackToLow(newLocation, newOrientation))
{
return 0;
}
else if (iqnoreBounceOffWall == false && BounceOffWall(newLocation, direction, myTracks, ref directions))
{
return 0;
}
else if (iqnoreOutOfBounds == false && OutOfBounds(newLocation))
{
return 0;
}
else
{
directions.Add(direction);
myTracks.Add(track);
return 1;
}
The point of showing this is that the game attempts to fix rules broken by the user, so to lower the learning curve in such a way that they can keep building,
with out having to deal with rules most of the time.
Frontend
The front end is using standard XNA, to for user Inputs, loading content, and showing visuals.
Due to not wanting my back end to have any ties to my front end I had to rebuild parts that existed in xna.
Here is my draw method, showing a downside of my choice of making them completely separate instead of sharing some of the xna code base.
But overall it makes for a much more flexible code base.
Draw loop
protected override void Draw(GameTime gameTime)
{
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.Clear(Color.CornflowerBlue);
drawManager.DrawModel(layoutModel, new Microsoft.Xna.Framework.Vector3(0, 0, 0),
new Microsoft.Xna.Framework.Vector3(0, 0, 0), new Microsoft.Xna.Framework.Vector3(.25f, .25f, .25f));
for (int i = 0; i < core.Tracks.Count; i++)
{
drawManager.DrawModel(trackModel,
new Microsoft.Xna.Framework.Vector3(core.Tracks[i].Location.X,
core.Tracks[i].Location.Y, core.Tracks[i].Location.Z),
new Microsoft.Xna.Framework.Vector3(core.Tracks[i].Orientation.X,
core.Tracks[i].Orientation.Y, core.Tracks[i].Orientation.Z),
new Microsoft.Xna.Framework.Vector3(RollerCoaster.Constants.TRACK_SCALE,
RollerCoaster.Constants.TRACK_SCALE, RollerCoaster.Constants.TRACK_SCALE));
}
drawManager.DrawModel(cartModel,
new Microsoft.Xna.Framework.Vector3(core.Cart.Location.X,
core.Cart.Location.Y, core.Cart.Location.Z),
new Microsoft.Xna.Framework.Vector3(core.Cart.Orientation.X,
core.Cart.Orientation.Y, core.Cart.Orientation.Z),
new Microsoft.Xna.Framework.Vector3(RollerCoaster.Constants.CART_SCALE,
RollerCoaster.Constants.CART_SCALE, RollerCoaster.Constants.CART_SCALE));
spriteBatch.Begin();
DrawMenu();
MouseState currentMouseState = Mouse.GetState();
float mouseX = (1980.0f / GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width) * currentMouseState.X;
float mouseY = (1080.0f / GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height) * currentMouseState.Y;
Microsoft.Xna.Framework.Vector2 posMouse = new Microsoft.Xna.Framework.Vector2(mouseX, mouseY);
spriteBatch.Draw(pointer, posMouse, Color.White);
spriteBatch.End();
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
base.Draw(gameTime);
}
Final Note
Building a game project that makes sense for the Ultrabook has been sort of like building a project built for computer and a tablet at the same time.
Finding the fine line from additional features/ Options and keep simplicity has been a interesting struggle.
In the end roller coaster is a perfect fit for causal play on an Ultrabook in nearly any setting.
Download
http://www.appup.com/app-details/roller-coaster-maker
Change Log
10/8/1012 - Uploaded Roller Beta Version (1.0)
10/27/1012 - Uploaded Roller Coaster Version (1.14), Fixed Menus (ride menu still needs finished), added coin mode, fixed several issues and bugs. Next version will be on the app-up Store.
11/21/1012 - Finished Game, Cleaned out bugs, streamlined UI. Submitted App to AppUp Store, Awaiting approval.
11/21/1012 - Approved in the Appup Store. Removed old Versions from this post.