This article in the series lists the activities, broken down as detailed as possible, that constitutes the game play in a racing game. The Game Play Activities Core Game Play Activities a racer or gamer can master and execute in a racing game as below: Accelerating, Decelerating, Braking, Gear Shifting, Line Taking, Strategic Boosting (nitro or speed boosters if available), Slipstreaming (or Drafting), Understanding the Track's Layout, Drifting, ...etc... Additional Game Play Activities that require mastery in "evolved" racing games: Aiming / Firing Accuracy Ammo conservation (A curve is approaching, hold back on the missile until a better opportunity arises?) Additional finesses in control (To get items or boosting strips on tracks on top of racing lines.) Reaction (To avoid obstacles or traps on tracks, especially those left by opponents!)…
With the rising numbers in racing games titles, video games developers tried to out-do each other, or tried to justify the gamer's money, by putting additional game play features such as weapon combat, advantageous items or speed boosters (or otherwise) lying in strategic points in the racing track. With game play features like these, I feel that racing games can be divided into 2 sub-genre... Combat racing games have started early with the release of DeathTrack in 1989! (more…)
Talking about luck. An article about Luck in Gamasutra.com soon after my own post about the same subject! Whats the probability of something like that happening? ;P Of course mine is just a simple introduction to the subject, whereas Richard Todd's article goes deeper. Read the Article.
Visual Identity of a Level is very important, especially so in a Racing Game, because the Players constantly revisit tracks. Players should be able to distinguish each of the Tracks easily and immediately from one another. Good naming is a good way to keep track of the track names, but colors will help to reinforce the connection, either consciously or sub-consciously. [gallery=3] (more…)