PHASEgaming

Jason Pook's Games Design Blog


3 Comments

Self initiated proposal- CarBeat

So for one of the modules of this year we are required to do a self initiated project where we make a game that we want to make. To do this we had to make a 15 second pitch to one of our tutors first off to sell our game as we would to any industry leaders in a interview. Then a proposal document which will be filled out over the year whilst doing this project.

My pitch was simple for me i want to model cars. So it seemed logical to make a racing game of my own so that i can understand the mechanics behind how a racing game works and how my models will work in a racing game. The pitch i proposed was: A drag racing game with manual gear changes, done on a mpink slip basis to collect and become the ultimate petrol head owning all the cars. This realtes to Roger Caillios Theory of Play with Agon which is competition. I intend it to span of 2nd and 3rd year self initiated so that i have a more polish and complete portfolio piece to take away with me at the end of the course.

That was just the selling point some of this was alot briefer to fit into the 15seconds but to get the message across to you readers i elaborated a bit.

Then to hand my proposal abstract in, the game i have called CarBeat the idea behind this is that people who have a unrivalled passion for cars i consider to have a car beat instead of a heart beat so on the monitior it would show a beat of a car in hospital. When your racing the idea is that all is just a zone its you and the finish line trying to get there as fast as you can, all you can hear is your heart beat and the engine so a CarBeat. This ties in to the put adrenaline of wanted to win a race but then the crushing defeat of losing your car, so be in flow it requires ultimate skill focus and to be one with your car to win all. Initially i had the name PetrolHead this was purely down to the pink slips aspect of my game becoming the ultimate petrol head by collecting all the cars of the tornament “you can judge a man by his shoes” sort of thing with “judge a man by his car collection”.

here is my abstract proposal:

CarBeat is a modern day set racing game in which the player races to obtain cars to add to their collection. The range of vehicles varies in age, rarity and speed from classic cars to exotic hyper cars. The race itself will be drag racing on a quarter mile and half mile basis (varies distance), all cars will be run on a manual gear shift basis so that the player will have to shift gears at the correct time to keep up the speed. You become the ultimate Petrol Head on a pink slip basis you win the car is added to your garage you lose your car is lost so the element of risk is there. Friendly races will be there to upskill before gambling all on the slips race. Players can race head to head in single player career mode or split screen 2 players. Implementation of difficulty level will give a rank system of player’s skill also replay-ability on a higher level.

CarBeat is based on a racing tournament which you race to become the ultimate petrol head, only people who race with true passion and skill are considered to have a CarBeat (instead of a heartbeat). That passion and level of competition increases as every race goes by you can win it all or lose it all. With it being manual gear changes its all down to skill and car choice with different stats of acceleration, top speed and weight.

I have chosen to have an optional view of racing, Behind car so you can see all what is going on and also catch a glimpse of the opponent next to you, side on so you can see how close or far you are from your opponent so edging in front then behind idea to the finish (single player only), and super first person where you see from the front of your car (only the track and the HUD).

The game relates to game theory Roger Caillois Theory of Play. Illinx as the player will feel pressure and disorientation when they get faster the screen will blur, Agon as it’s a competition in several different ways PVP, P V AI and collection car levels especially with the slips mode where if you lose you lose the car you have raced in resulting in a smaller petrol head collection; and alea as there is a chance your opponent doesn’t shift at the right time allowing you back into the race. It also links into Mihaly Csikszentmihalyi’s theory of flow as if you concentrate and focus you will be able to shift gears at the correct time but if you fail to shift at the right times you will over rev your engine causing it to blowout also slowing you down before blowout.

With all that down it got me excited to get going. i have already started sketching down ideas for the games navigation and logo design which ill upload when completed.

the navigation breifly described for the idea i have now is below:

Step to step:

  1. Game start, Menu screen “START GAME”
  1. Contents page menu, options “single player” “split screen” “practice mode” “controls”
    • 2.1. if single player clicked “enter race- choose car” “my collection” “difficulty” “screenshots”
    • 2.2. If split screen clicked “enter race –choose cars”
    • 2.3. If practice mode clicked Thrown straight into a race with a random car with help tutorials.
    • 2.4. If controls clicked, show controls of game.
  1. When “enter race” clicked, choose car on a carousel basis showing statistics of car and colour selection.
  1. RACE!
  1. After race (you win/lose)

5.1. If slips race take to garage to show won car appear or lost car disappear

5.2. Takes you back to mode you’re on loops back to 2.1 2.2 or 2.3

5.3. If completed collection ultimate petrol head show credits or show reel of some race gameplay.

I believe that outlines how it would work fairly well but i will draw up a blueprint navigation to give visual aid to this.

Ultimately this project is a building block for me to test myself to the limits and improve in many fields of work. The main one being automotive modelling, it really is a thing ive found im pretty good at so i feel by pushing myself to pursue it and learn everything i can ill only get better at it every day. Then there is the blueprints side of things making my game work will help so much in industry when handing work down the pipeline if i have taken into consideration aspects of my work so the next person knows exactly where to start there work, or if i can say well its a this and that you need to do to make the car drift better with the rigging. All things that add to becoming a better professional towards industry.

The next step will be research into my area of work so research can be everything from who my competitors will be if i was to launch my game, to playing around in unreal engine 4 blueprints to figure how to get the racing mechanics and game working.


Leave a comment

Casual Game Proposal 2

In casual games we have done a lesson which was our first lesson using Adobe Flash Professional (more information on previous blog post). This use of software was useful for us not only for our Casual Games project but our actual flash timeline, but purely focusing on our Casual Games topic we have been asked to produce a brief proposal on what casual game we would be making in flash. To make sure I had my ideas on the right track I had to go back over my previous research on casual games to reinforce what exactly was a casual game and the requirements to make one.

“Developed  for the general public and families, casual games are video games that  are fun and easy to learn and play. The games are platform agnostic,  meaning they can be played via the Internet, Facebook, PC, and Macintosh  computers, Xbox, PlayStation, Nintendo DS, Wii and even mobile phones, iPhone and PDA. They’re nonviolent, arcade-style games that involve puzzles,  words, board and card games, game show and trivia. Popular games are  Mah-jong, Tetris, Solitaire, Bejeweled,  Mystery Case Files,  and Farmville.”-Casual Game Description http://www.casualgamesassociation.org/index.php.

So originally for my casual game (the proposal here) i wanted to make a brick breaker style keep the ball up and hit targets football themed game relevant to the stick man kick ball flash animation aboveflash, i was having alot of issues with the coding for this in the form of levels and the collisions in the targets code. Due to thinning time and frustrations hitting a new level i decided it would be best to put this to one side and pursue it in the summer. By doing this i obviously needed a new casual game for my module briefs so i went down the path of a tower defense game, this tower defense game would be styled on many other tower defense games which involve a maze for the enemy to try get from start to finish but you stop them using turrets or methods of some sort. Games like this include Bloons tower defense series which is a hugely popular and now multiplayer game with micro transactions features various monkeys which pop balloon’s  using everything from darts to plasma laser super monkeys.

Bloons_TD_5_Gameplay

Heres some more examples of different and popular tower defense games at casualgirlgamer.

So i wanted a tower defense game with a maze and varied difficulties of enemies and a few levels nothing huge or complex but a challenge. The game would need a money value to place the turret onto the game and therefore a money gain function when an enemy died and dependent on the level the higher the money gained. the turrets would have range if i could find a way to show that maybe a hover over radius or click to select tower. obviously a limited amount of levels and lives so the game is both there to win and lose with a reset button on the win/lose screen. the turrets need to fire bullets at the enemies perferably lock on so its not impossible which then means health of the enemies is considered and bullet damaged to that health which will alter with level of enemy. if i have time id like to make different maze levels and possibly more expensive better turrets.

This is my proposal which i intend to follow and try to complete. In the end ill have a tower defense game with the basic fundamentals of a tower defense game in, it wont be a full blown 100 different turret styles different weapon damage game but the focus will be there and it will be a casual game.

Progress to follow…