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Week 1: Brainstorming & Initial Prototyping

[Group24]BumpurrCars
A downloadable game for Windows

What is Bumpurr Cars

Bumpurr Cars is a game made for the course Game Projects in DAE. The goal of the course is to develop a game for a game jam. The objective is to create a fun, local multiplayer game over the course of 12 weeks.

Bumpurr Cars is a fun local multiplayer game where players control bumper cars in an enclosed arena. The goal is to bump opponents into environmental hazards and other opponents. Powerups and events will make the game more fun and choatic

Our Team

  • Mauro – Game Developer
  • Bram – Game Developer
  • Daniel – Game Developer
  • Koen Samyn – (Game Development) Supervisor
  • Bart – Tech Artist
  • Zuzanna – Artist
  • Tika Sara – Artist
  • Tristan Clarysse –  (Art) Supervisor

Brainstorm

During the first week, we primarily focused on brainstorming the game concept and deciding what the most important mechanics are to prototype coming weeks. We created a shared Miro board and all added our game ideas, in the end, we had up to 10 different concepts and we picked the most fun one, which ended up being the Bumper Car concept.

Another concept we had talked about was some form of a cat fighting game and we thought it would be a great idea to combine the visuals of that game with the bumper car game to make it more fun and appealing. So the bumper cat was born.

Prototypes

Level

We started by comparing different arena sizes with a cube representation of our car to see what the visibility limits are.

Camera Angle & Behaviour

Our main question here was, how can we utilize as much map area as possible? Since the game can get quite chaotic players should not be able to get from one side to the other too quickly.

We opted for a dynamic camera that zooms in and out to keep all players on screen. This prevents the need for split-screen and keeps the  camera focused on the action. Our most important findings during the camera prototype: 

  • A top-down-ish perspective gives the best visibility but when the camera is too high you lose the 3D aspect quickly.
  • Zooming too much can feel disorienting, so we set limits on how much it can adjust and smooth the zooming by interpolating it.
  • With the zooming, the map can be slightly larger allowing for more gameplay. Making the map too big would make the characters look too small so players may lose track of their character.

Below are some with different gameplay scenarios (players close together vs far apart). And after that a final comparison of the scenario with players the furthest apart possible, comparing different map arena sizes.

Camera Shake

We've also started experimenting with some camera shake to eventually add more feedback to car bumping. We need to fine-tune the intensity so it adds to the experience without being too distracting, Especially since the camera is shared by all players we should not apply it on every hit but only when certain criteria are met.


Bumper car input

Reversing or Not?

Reversing gives players more control and makes it easier to get out of situations where all cars are close together and/or stuck, but we need to test whether it slows down the action too much or gives you an advantage we don't want. A limited reverse (e.g., only for a short time or a very slow one) might be a good compromise.

Turning / Steering

Bumper cars should have snappy but not instant turning. Currently, we simply turn based on a set turn speed and you can only turn when your car is at a minimum velocity. Turn speed should be scaled based on your movement speed though to make it more realistic and satisfying.

Bumper car bumping (physics)

More bouncing than realistic physics

Realistic physics made the bumper car collisions feel too weak. Instead, we exaggerate the bounce effect to make impacts more satisfying and chaotic. This is done by setting a "bump strength" which could also be adjusted with certain powerups later on.

Can the Car Flip Over?

Currently, we haven't noticed the car can flip over but it may be possible especially as a lot of players hit you at the same time or when a lot of chaos emerges through events or powerups. This is something we should test thoroughly.

Apply Knockback to Self?

On top of applying more bounce strength to your opponent, we also added some additional knockback to the "winning car" to make the collision feel stronger and prevent players from constantly bumping the same player.


Next week

Next week, we will continue prototyping our game to refine the mechanics and answer more questions about the game.

  • Lighting & shaders.
  • Continue prototyping the scale of the cars in comparison to the level. (now with some environment hazards)
  • Map / level layout.
  • Prototype ways to make collisions feel more impactful visually.
  • Additonal work on tweaking the car steering & physics.
  • Work on the art style.

Files

  • Week01_v2_Prototype.zip 333 MB
    3 days ago
Download [Group24]BumpurrCars
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