With regard to the last game idea, it was originally intended to make a card game that completely different from the traditional 2D video game. Simply stated, each player initially has a random-looking (same-performance) vehicle card of his own, which can be used to acquire more powerful modified parts cards, such as turbines and shock absorbers, by playing mini games or using in-game currencies. Players can gain points by challenging, and using points can use ‘factory’ functions to enhance refitted components. If the modified parts are equipped on the car card, additional attribute additions can be obtained, which can make it easier for players to cope with mini games, and even more challenging to obtain more rare modified parts. The ultimate goal of this game is to achieve a 100% collection rate and gain the sense of achievements
I think it will be a very interesting game if those ideas can be realized. But I found that card games require a large number of more exquisite and meticulous paintings to attract players, so that players have a strong desire to collect cards and gain sense of achievement. In addition, the system needs to do a lot of adaptation and adjustment, especially the value adjustment of each card. In order to avoid numerical conflicts between cards, it needs a lot of market research and investigation. How to diversify the design of mini games is also a difficult problem, which requires a lot of feedback from players. Therefore, card games can not be my third game idea on this period, but it can be a backup or useful in future work.
Back to the point, my third idea is a car racing game that requires two players to play. It doesn't include any single player experience. The view angle of the game is somewhat similar to that of my second idea (Top-down), but it's closer, so it's better to show more details and more delicate scenery than that of the second idea. At the same time, the camera will always be player-centric to move. The main idea of the game is to let two players feel the excitement and fun of a racing game at the same time, and to consolidate their friendship / or feelings between players by competing with each other.
From the menu page, the two players can select several vehicles provided by the system to choose their own preferences, and then enter a track selection. When the track selection is completed, a time countdown will be shown. After the that, the players need to use the keyboard to control their vehicles. The game divides the screen into left and right parts, each side has a player to operate. Let’s assuming that the selected track is decided by five laps, the player who completes the task in a shorter time will be the winner. The game is divided into pure race and items battle. Players will not suffer any interference in pure race. However in items battle, players will use items they randomly acquire on the track to interfere with opponents or improve their abilities.
There may be some numerical differences between the vehicles provided by the system. For example, truck (lorry) is more stable and not easy to drive out of the track, but its acceleration is slightly poor, so it is suitable for beginners. Another example, the sports car has higher extreme speed, but higher operational sensitivity, longer braking time, suitable for experienced players.
I've done some research on the track, and I'm going to join my own designed short tracks so that it can be offered to players who like to play easily. I'm also very likely to join the long-distance high-degree-of-difficulty circuits that imitate Nürburgring (Germany) and Mount Haruna (Japan) and so on. These are recommend to players who like to be challenging and exciting.
Items battle is actually based on the speed race, adding usable items with special effects, which greatly improves the overall gameplay and playability. First of all, I would like to introduce four basic items. “Protective shield oil” can protect your vehicle from interference with other items in 15 * seconds. “Turbocharging” can increase vehicle speed by 120 *% to 150 *% (random) in 5 * seconds. A roadblock can stop the opponent's vehicle from moving for 2*seconds. Waste motor oil can cause rival vehicles to slip and lose control (similar function to a banana peel).
(* Means temporary undetermined values)
USP: Through mutual competition, further deepen or consolidate the friendship / feelings between players. Real-life physical feedback. Players will have a chance to win at some of the world's famous tracks that have been used for many years.
When I got these ideas, I wondered if there would be similar types of games that are currently or used to be very popular. Fortunately, a friend from my high school helped me find the answer. A few years ago, one of his favorite games was called “Mario Kart 7”, a game based on the Nintendo 3DS platform. It was said that 17.52 million copies had been sold worldwide, setting a record for the best-selling games on that game platform. Although it is a 3D game, there are many contents worth my reference.
Here is a gameplay demonstration from Youtube:
The game platform will be based on Mac or Windows system at the first. If I had the chance, I might transplant the game to iPad and Android tablets (will not adapt to smart phones due to screen size), which greatly facilitates to tablet users or multiple outdoor environments.
The target audience are mainly people who very interested in multiple player racing games or Top-down view angle video games. The game content with scenes or sounds that can possibly frightening to younger children and very mild forms of violence.Therefore, it would be better to have a "Pegi 7" label to limit potential possible customer and consumer. (Children under 7)
(Pegi: Pan Europe Game Information)