Project Horsepower Github | Roadmap | Twitter The project I don't plan building a AAA-scaled game nor a real open-world like Forza Horizon 3 or The Crew (with a 0$ budget and a one-man sized team this isn't realistic at all). Instead, the whole idea is to create an open-world racing game with high quality features (physics, graphics, multiplayer, gameplay, ...) and as much content as possible. I might receive help for asset creation (or might even end up setting up a Kickstarter to get a budget to hire freelance artists); I just don't know yet, this isn't my top priority right now. The most important part of the project is modding: everything is moddable. By everything I mean: graphics (models, textures, materials, ...), physics (per vehicle or per 'world'), audio, game modes, ...* The mods will either be applied on the server side or on the client side (with more or less restrictions depending on the kind of mod). *: some stuff aren't implemented yet so I can't guarantee everything will be part of the final product The game Gameplay One word: MULTIPLAYER. To put it short, there won't be any solo/offline activities (except offline free-roam). The project is still at an early stage so I can't really talk about the game modes without being a Peter Molyneux copycat (no offence to him). You should expect free roam, races, cat and mouse, car ball, CTF, user-made mods, ... I'd also like to add some aspect of TDU1 (the whole real estate thingy, car dealers, road discovery, ...). But again, I'll come back to these later. Physics I guess it's a matter of taste, but I think a MMO racing game should aim for semi-realistic/arcade physics. The current state of the physics is closer to arcade than simulation (since a lot of components are missing) but in the end it should be close to semi-realism. Graphics Nothing too out of the ordinary here, this is basically what you may find in any other game. Special attention will be paid to the car paint. As you can see in the screenshots below, there is still a lot of work to do. Network Another huge part of the project. Right now, the game can handle up to 24 players in the same session (with each player having a ping <100ms), using exclusively a client-server infrastructure. This should easily be upgradable considering how basic the implementation is right now (no delta compression, lame physics prediction, ...). Notice that game lobbies won't handle as many people as free-roam. Technical Stuff The engine is written in C++ (using C++11standard), scripts in Python and Batch, physics uses Bullet Physics; it supports Direct3D11 as graphics API. The renderer uses Forward Plus Shading, supports point/spot lights and a limited amount of area lights. The render pipeline is PBR (well as much as I can understand what PBR really mean) and uses a dynamic modular architecture (to make it short: it uses less memory and can easily be extended without rewriting a lot of code). Screenshots Right now, if you have any idea or cool stuff to add to game, questions, ... feel free to post here.