Posted March 21, 2023 by Johanna Csonka
#babies #game #balls #race #gameproject #rascals #rolling #racing #rollin' #rollin'rascals
Another week back at working on Rolling Rascals! Good to have you back. Let us tell you what we have been up to this week.
Documentation and paperwork were the focus of this week. Yeah, sounds boring, but it is an essential step to keep everyone on task and informed. We also made some further prototypes and made decisions about the task and workable elements.
You may ask, what is a baby doing in a racing game?
Well. as a toddler, have you ever imagined yourself racing down the street in your tricycle? Or play pretend with an action figure while playing race on the streets?
These toddlers were presented with their first pocket money and decided to race to the candy store. As we all know this is a thrilling challenge in a child's eye. Streets turn into tracks, pedestrians become obstacles, and the world suddenly seems much-much bigger.
The composition of this game is made up of three parts: The back, a hand-painted HDRI. The mid-ground, procedurallly generated buildings. The foreground, the racing tracks themselves.
Both the Techdoc and the Game Design Document are far from the most most fun things to make, however, they are some of the most crucial parts in the design of any game. This week we finished both up so we have a clear understanding of how to proceed. We determined many aspects of our game and how we want it to present itself. Everything from measurements to naming conventions to the target audience has been neatly written down now.
Now we aren't going to bore you with the naming conventions too much but we'll gladly tell you a bit more about our target audience and the feeling the player should be getting by playing our game.
We prioritize a smooth and enjoyable gaming experience by focusing on top-notch movement controls and animations. Our goal is to create an immersive experience with realistic visuals and impactful sound effects. The game's soundtrack is dynamic and changes to reflect the player's position. We keep dead players engaged with mechanics that let them shoot at other players. To keep the game fresh, we randomize certain aspects, like track layouts and obstacle placement. Our target audience is ages 8-25, but everyone is encouraged to play. The mechanics are easy to learn, with room for skill development, making each race a unique challenge.
Finally, we want to make sure that the game remains engaging and fresh even after multiple plays. To achieve this, we're working on randomizing certain aspects of the game. For example, each time a player starts a new race, the track layout will be different, and the placement of obstacles and assets will be changed up. This will help to keep the game feeling new and exciting even after many playthroughs.