Initial Game Concept
Intro
Mario Kart;
Both a popular kart racing game played by many casual gamers and a
beloved franchise that continues to hold strong to this day. What is it
about this franchise that attracts so many casual gamers? Is it the
collection of hugely popular and quirky characters from Nintendo’s past?
Is it the well designed power-ups and tracks? How about the
effectiveness of its combined mechanics in offering a fun and accessible
gaming experience towards players of all skill levels?
There
is no right answer to this question, but the most probable one is that
all of these different elements played a role together in contributing
to its popularity. The Mario Kart franchise really defined and placed a
hold on the niche market of casual kart racing games; it has become the
essential casual racing experience for our generation.
The
proposed game of Hell Racers will incorporate a lot of those elements
that made the Mario Kart franchise a success. It will include a host of
unique and quirky looking demons and souls; it will include fun
power-ups and obstacles; and it will offer a fun and accessible gaming
experience towards players of all skill levels.
So
what will set this game apart from Mario Kart and all of its related
clones in the genre? There is one key gameplay change in our game that
will offer players of the genre a new and unique experience; the goal of
the game will be to lose. Players do not want to reach the
finish line first. The mechanics that players love from Mario Kart (such
as power-ups) will be twisted to allow players to achieve this goal.
Power-ups will be designed to help slow your player character’s kart
down or to speed other karts up. Obstacles on the track will now be
sought out by players seeking to slow down their karts in any way they
can; however some obstacles will merely push the players forward and so
must be avoided. Random events will occur during races that might
potentially speed up or slow other players down.
These
twists in mechanics and goals offer up interesting new paths in game
design that ultimately will give gamers playing our game quite a
different experience than something like Mario Kart. However our
ulterior motive in design is to give the players a feeling very similar
to Mario Kart; but at the same time, not Mario Kart at all.
Background Story
You
are a recently deceased Kart driver who has been placed, along with
other deceased drivers, on a one way trip down the highway to hell.
However, you and the other former kart drivers are being driven there by
demons; so you are merely passengers in each kart. No passenger wants
to reach that destination soon, however, and so everybody panics.
Demons
■ Racer P:
Full
racing gear, including helmet. Gender, age, etc undetermined. (May drop
hints that it is Persephone or some such). Engine of choice is a
kidnapped ghost with a makeover. Racer P plans to use this ghost as her
doppelganger as a way to avoid her next “underground vacation”.
■ Reaper:
Outfitted
in black racing gear, minus helmet and gloves. Car is black with one
horse painted over each wheel (reference to the horsemen of the
apocalypse). Rear seat is completely packed with souls.
■ Princess:
An
eldritch style tentacle beast emerging from a pentagram spray painted
on the driver's seat of a pink car. May play "Barbie Girl" from car
radio depending on circumstance. Engine of choice is a kidnapped
princely soul whom she will introduce to her family as her new boyfriend
■ The Twins:
A
visual reference to the antagonists of The Ring, The Grudge, etc.
Vehicle of choice has disagreements with the laws of reality. They move
in unison with one another. The engine is one of the siblings. They have
a lot in common, but do not greatly enjoy each other's company much
anymore.
■ Nubs:
A
large goat demon with very short horns. Vehicle of choice is heavily
modified and covered with large horns. Very loud and is obviously
overcompensating. Engine of choice is a demon with very large horns,
which he plans to harvest upon arrival.
■ Ghost:
The
driver and this car were the victim of a wrecking ball accident. Said
wrecking ball is still lodged in the roof of the car. Is forced to be
his own engine.
■ Snowball:
A
white, fluffy cat in a blue car. He stands a snowball's chance in Hell.
Engine of choice is a large, extremely muscular man whom he plans to
use in his efforts to dominate Hell as its new king.
Objective / Goal
The player must use any
means at his or her disposal to lose the race (or cause others to win);
this includes using power-ups to slow down the kart or speed others up.
Gameplay Elements
● Karts accelerate at max speed down the track.
● Aside from limited movement, karts are controlled by the computer.
● Players can only turn the cart up to 45 degrees angle, the level will built to stop the player from turning around.
● Players can also cause their kart to hop, move side to side, or brake; however this drains their stamina bar (which slowly regenerates). This is designed to prevent players from spamming movements in an attempt to slow their karts down.
● The side of the track will accelerate the karts, they must be avoided.
● Aside from limited movement, karts are controlled by the computer.
● Players can only turn the cart up to 45 degrees angle, the level will built to stop the player from turning around.
● Players can also cause their kart to hop, move side to side, or brake; however this drains their stamina bar (which slowly regenerates). This is designed to prevent players from spamming movements in an attempt to slow their karts down.
● The side of the track will accelerate the karts, they must be avoided.
● Power-ups / Obstacles:
○ Demon Overdrive
Aimed at another kart’s demon driver. That demon gains a temporary adrenaline burst and drives super fast for 15 seconds.
○ Position swap:
The player fires a projectile, it will swap the player position of the first car it hits.
○ Hook and throw:
Hurls the target in front of the caster.
○ Stamina Pickup:
Completely fills up the player’s stamina.
○ Stamina Drain:
Completely drains the player’s stamina.
○ Throwable Boost:
Places a temporary speed boost at target location.
○ Sabotage:
Removes engine parts, causes kart to stall temporarily.
○ Springboard:
Throws your kart backwards.
○ The Devil:
Random event: will either knock players forward with his pitchfork or knock them backwards (upon the Devil’s whim).
Game Controls
○ Xbox 360 controller
■ RT - fire projectile
■ LT - Brake
■ Right Stick - Aim / look
■ Left stick - Move side to side
■ RB - Hop
■ X - Grab
■ Left/Right D-Pad - Cycle gathered powerups
■ Up/Down D-Pad - Cycle camera angles
■ Start Button - Pause menu
■ Back Button - Show scoreboard
○ Keyboard and Mouse
■ WSAD - Limited control movements
■ Mouse - control camera / free aim
■ Shift - Brake (limited)
■ Left click - fire projectile
■ Space - Hop
■ X - Grab
■ Left/Right Arrow keys - Cycle gathered powerups
■ Up/Down Arrow keys - Cycle Camera angles
■ Esc- Pause menu
■ Tab- Show scoreboard
○ Character models
○ Animations
○ Kart models
○ Tileable road pieces
○ Background lod
○ Miscellaneous assets

Audio Specifications
○ Character Sounds (Demons / souls)
○ Environmental Sounds (ambience, obstacles, environment…)
○ Power-up Sounds
○ Kart Sounds
○ Music
Ports to Multiple Platforms(optional)
○ To be determined.
Hell
Racers will be designed to attract the “kart racing” market,
specifically to racing fans who desire more of an unusual experience,
something outside the norms of the genre. Similarly to Mario Kart, this
game will also be targeted to more of a casual gaming audience. Since
Hell Racers will be designed to incorporate “losing” as a legitimate
gameplay goal, the key factor that would help contribute to its success
would be to incorporate fun gameplay not related to speed. Racing game
fans usually play games in this genre so that they can drive fast and
feel the thrill of speed; however our game will be designed to replace
this thrill with other fun mechanics. Players who pick up our game for
the first time should be able to jump right into the gameplay after they
first get over their instinctiveness to win.
If
we decide to incorporate a multiplayer mode during the later stages of
our development cycle, there would be a couple design decisions that
would have to be considered. Since casual multiplayer games are usually
designed to allow multiple players to have a fun experience regardless
of skill level, Hell Racers will need to incorporate mechanics designed
to prevent players from getting too far ahead or behind; therefore
achieving this goal. This is what a game like Mario Kart does so well:
players never get the feeling that they’re ever out of the race or
unable to catch up (or in this game falling behind).
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