Tuesday, 15 November 2011

Game Research: so, drifting is harrrrrd!! *rage quit*

racing games aren't really my favorite genre of game (a part from Mario kart and crash team!) so i feel quite out of touch for the project. My friend's were nice enough to help me out and let me borrow a few games. 

The games i'm going look at are:
  • mario kart wii
  • double dash (thanks zoe!!!)
  • ridge race 7 (thanks jason!!)
  • crash team racing (thanks dave!!!)
  • drift 3 (thanks aaron!!!)
  • blur
  • track mania (its freeeeee!!!)
i would like to play them to get a better feel for racing games and the analyse their environments and level layouts. 

DIRT 3




  • There's different types of terrain for difference levels which sometimes mix and match. Such as using dirt tracks leading to tarmac. 
  • Other elements can effect the terrain such as puddles on the floor which add a splash effect which add a nice realistic effect.
  • A lot of the background is made up of natural environments such as trees and bushes sometimes using buildings and houses.
  • spectators are also added behind the racing barriers.
  • there are different styles of races which involves different styles of level layouts.
  • circuits are involved which are looping maps which odd turns and sometimes involved jumps making it more challenging to line up cars (or maybe that was just me).
  • different weather effects also changed the level environments
    • snow was used on the floor which made lowered the players visibility adding more challenge. especially with other cars around the player making more dust.
    • it would also actually be snowing which make visibility even less
    • rain was used in the same style as snow. and puddles were used with larger splashes to lower visibility
  • along with physical gaps in the track with ramps for jumps the terrain also had some bumps in different levels which gave cars flight making it harder to control on landing.
  • i noticed some levels included up hill environment which noticeably made the cars slower. 
  • check points are used in case cars got stuck or crashed upside down in my case :(
  • at one point i was able to actually drive off the track completely and got lost in the off track terrain in which the game automatically took me to a checkpoint
  •  in levels where points were awarded for drifting the amount of turns were increased. 
  • in head to head levels two cars are placed in individual quardened off lanes. so the track becomes a lot more narrower for the space of one car - i hit the barriers a lot :(
  • some levels weren't tracks but some kind of parking lot with obstacles so players can collect points doing different skills like jumping, drifting, collecting blocks.

RIDGE RACER 7

  • This game relies on the player drifting to increase their nitro bar and get a speed boost. 
  • i personally couldn't get my head around this as there was no real tutorial, and didn't get very far!
  • the tracks are circuit based and are about 4min. 
  • from what i played it used generic tracks with tarmac and the environment was made up of natural aspects such as trees and bushes
  • as the game relies on drifting i found most of the tracks were rounded with many sharp curves and mide bends!

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