Sunday, January 27, 2013

57 Chevy

He's a look at the car I've been modeling for class. Still a work in progress but I think it looks good enough at this point for me to post it here. 




Race Track Inspirational Concept Pic

I drew this image to give myself some inspiration to work off of for my race track. I think it captures the mood I want to convey in the final playable game.


Thursday, January 17, 2013

Paper Rough of Map and Main Hazard Idea


This is the basic shape of my map. This is still subject to change due to the chance some of the ideas for the map prove to not work as intended.




The main hazard/stunt of the level will be a sloped decline into a flurry of turbines. The blades will move in the same direction as the players. 


Game Design 2: Racing Level Concept Idea

Concept Statement: React! Don't think.

Level Backstory:
In the not so distant future the world weather systems have grown more dangerous and powerful. Instead of letting mother nature temper mankind's spirit for progress. Humanity created elaborate underground structures to harness the power of natures now extreme winds and rains. This specific underground structure has recently been abandoned and a group of like minded individuals have repurposed it as a deadly racing track.

Theme: Large Sewer/Underground Water Treatment Plant.

Time of Day: Night (maybe while it's raining)

Terrain: Smooth concrete, very shallow water.





Color Scheme: Mostly blue and orange with some greys and reds.





Monday, January 14, 2013

Stunt Brainstorming

Here are a few ideas I've come up with for possible stunts in my racing level.

1: Firsts the basic canyon jump. Here I'd try and get a good balance between speed and distance to that only cars traveling at the highest speeds can make the jump.

2: The twister would provide the challenge of maintaining your speed so that your vehicle stays on the wall long enough to exit the Twister.

3: Mobile road blocks are always a fun way to hinder a players progress and keep a map dynamic. These are always fun to narrowly dodge.

4: The intersection can be a cool way to make players collide with other racers in head on collisions. (Although you need to make sure the players cant just turn down the wrong street.)

5: A narrow escape is always fun. This obstacle can be used to funnel players into a narrow corridor.

6: Based on the players speed they might be able to take one of multiple different paths. Good for making a map seem larger and gives the player some more choice.

7: The spiral down could be used as a way to test a players drifting abilities. Also provides a way to get down from a very high spot in the map.

8: The up and over stunt would most likely be fairly hard to land. Forcing the players to master a steep vertical incline.

Car Stunts and Racing Game Mechanics

So for my Game Design Class I've been tasked to find cool car stunts for a racing game my class will be working on. So I've searched high and low for clips of real life car stunts on Youtube and found this sweet trick.

Here's a link to the video:
http://www.youtube.com/watch?v=_0QZTKWjNDo
(Watch the first 22 seconds in.)


It's a pretty impressive stunt that would look pretty cool somewhere in my level.

Next I found a great example of game mechanics helping or hindering players. The game I found this example in is none other that ModNation Racers.

Here's a link to the video:
http://www.youtube.com/watch?v=OHOvMrLddr4

You'll notice that the track uses boost pads to both help and hinder player advancement. In most racing games that have a boost pad mechanic the pads usually are placed there to help the players catch up with fellow racers. In this example the map designers used these pads a little more cleverly. Some speed boost pads point directly into walls while others completely flip the racers around forcing them to stop immediately. The level also ambushes the players with hidden road blocks and barrel launcher cannons.