Posted March 03, 2025 by Eliott_Charon
This week, we've completely revamped our game concept! We've also settled for an art style main game mechanic.
Behold...
Collecting grandmas and delivering them to a moving drop point (car).
Grandmas escaped the retirement home, compete with your colleague to collect as many grandmas as possible before your car reached the end.
You earn points by putting grandmas in your car.
In order to pick up a grandma, you have to tackle them to make them ragdoll.
To steal the grandma, grab it from your opponent’s hands and fill up a gauge by button mashing. The other player can contest by trying to fill up his own gauge first.
Pushing a player by running into them makes them drop whatever they’re holding.
Clearing obstacles for opponent so their car moves a little faster decreases their time to collect grandmas, thus sabotaging them.
Both cars start and finish at the same point and follow the same track but mirrored: where ne would start by turning left the straight then right, the other would go right, straight, left.
This lets us intertwine the track of both players no matter how big the map is.
A family of ducks roams around the map and disturbs traffic when they cross the street.
Other cars drive around the city and can hit the players, making them drop their grandma and ragdoll for a couple seconds.
Traffic lights slow down your opponent’s car so you can turn them green to speed them up and give them less time to collect grandmas.
If one person’s car reaches the end, that person cannot collect grandmas anymore and the other has a limited time (like 10 seconds) to make a final move and try to catch up in the score. The player with the most grandmas at the end wins.
The game will be in split-screen and the UI will be made up of:
We're settling for type 1 because of its efficiency.
Coupled with ragdoll physics, these mechanics make for a chaotic experience!
We're so much more satisfied with our new concept, it feels actually fun and much more coherent.
Our next tasks are to: