Showing posts with label race. Show all posts
Showing posts with label race. Show all posts

Wednesday, June 18, 2014

Tutorial Level

An abstract idea has popped in my head, fallout from a past Ludology podcast, I believe.

Ryan and Geoff had been talking about the difference between board and video games, and how most people would want to jump straight into the full board game experience, without messing around with truncated versions designed to teach the game...

...What if a compressed version of the basics of the game would change how the main game would play out?
A simple example could be one timed lap of a race to determine pole position, but that would have a lot of player downtime, not cool.

Single cells organisms competing with each other to evolve into complex creatures, changing the game map and gaining special abilities according to performance is more along the lines of what I'm going for.

Wednesday, October 9, 2013

Oni Touge


Been thinking some more about the endless drift concept, which I'm currently leaning towards calling Oni Touge.

What if instead of a single right or left button I would use three for each side.
Looking at the following example, a player would need to start a left turn by pushing the "D" button, making his way towards the "A" to increase his turning rate as necessary, even going over to "L" through "J" at a hairpin turn, with the space acting as the break to keep him/her from flying of the road.

Releasing the keys would return the wheel to center. Not sure if pushing a button out of sequence (like starting a right turn by pushing "K") should have any effect, a penalty, or a similar result as if "J" was pushed first.



Saturday, October 5, 2013

Endless Drift


I'm currently reading through the Developer Magazine's Career Guide I picked up at GDC Europe. There's an article on how to make your own endless runner in Unity. A rocket avoiding obstacles and collecting bonue points? Lame.

So what sort of idea can I come up with that isn't quite so generic? An endless tōge to race down, drifting around the corners, trying to avoid dropping down the cliff or smashing into the mountain, skidding over loose debris.
A pumping eurobeat soundtrack, cars and achievements to unlock, scenery changing around you from typical Japanese mountain to fire and brimstone in hell... ;)

Left, right and brake, the only 3 buttons you would need as the car builds up speed without any player input.
A camera which gives exciting views and enough information so that the player can react to what's coming up.

Wednesday, July 3, 2013

Racing with Shapes

A game idea popped into my head as I was driving home after the regularly scheduled game night, though it had little to do with the games I actually played.

As I was trying to think of an alternate mechanic from the other racing games I know, I came up with an idea to use different shapes to represent how a player moves his vehicle around a track.
There would be several categories, such as tight curves, open corners, s-curves and a straight or two. Each category would have a number of similar curves shapes, each placed in a separate bag.
A player would choose a bag to pull from, perhaps by using some other mechanic, such as a card from his hand, and attempt to place the curve on the track, starting from his vehicle, hoping to make it fit on the track he is racing on. If he cannot, there will be a damage system in place, which may lead to his elimination.
Curves will be double sided, so that a right turn can be flipped to make a left turn.

I'm leaning towards a sci-fi theme, including weapons.

I also think a campaign mode would work well here. Different race tracks would be provided.
After one is complete, players will assess how they did in the races in a variety of ways, such as the number of curves needed to finish, weapon use, damage taken, etc. and use this information to improve driver skills (one example of an improved skill: pull 2 shapes from the bag, choosing the one believed to be a better fit.)
Winning a race will equal points for the season as well as money to allow for even more personalization.