Title and description
Game info: time, engine, genre
Overview: loop, pillars, goals. Explanations with expandable code blocks
1. Make framework. Adjust acordingly.
2. Get project
3. Prints of WIP LVL/ BALANCE SHEET.
4. Make Flowcharts/icons for gameloop. (Bulding and racing)
4.1 Item spawner. Parts/parts needed. First second third prize after budiling.
4.2 Assignment two part gameplay. Building/racing. To make building matter, extra life instead of pole-possition.
4.3 Respawn. Problem ( Players dying after respawn.) Sulution: Mariocart cachup mechanic in form of spawing in front of living players. AUTO BALANCE.
Level overview. Text. Thougts.
Genre: Two-part race. Party-game
Time: 4 weeks
Team Size: 11 (3 Designers)
Roles: Gameplay design. Level Design. Prototyping.
Version Control: Perforce
Theme: Two parts of gameplay.
Junkhill Drifters is a 2-4 player, casual mix between a racing-game and a building game where each player has to build their car as quickly as possible and then race against their friends down a winding mountain road.
Grab your propeller-powered, bicycle-wheeled bathtub and race against your friends’ tractor-tyred, V8-powered boat down a hill filled with obstacles and powerups.
Tackle your friends, steal their parts and become the next Junkhill Champion!
Be the first player to reach the finish-line OR eliminate the other players!
2 stages of gameplay Building/racing
Pickup parts/Return to your car
Tackle to steal opponents parts
Higher placement in phase 1 = More extra lives for phase 2
Our first intent was for the building phase to determine the order of starting position.
But realized after playtesting that the advantage gained from winning the build-phase could be undone in one turn. So to make it more impactful, We changed the rewards to amount of extra lives.
In order to keep every match at a high-intensity level, we chose a shared screen rather than a split-screen. By doing so it's always going to be a
tight race from start to finish.
If the camera goes past a player they despawn and loose 1 extra life.
Respawn occurs when the player who is in the lead reaches the next checkpoint. Or to be exact just before.
*(See catch-up section below).
Everything in the world of Junkhill drifters is set to bounce. Achieved by a custom material.
This is done for a few different reasons.
Prevent players from getting stuck on railings and environment
Give players an incentive to tackle and therefore hopefully an engaging race.
Enhance and embrace the visual style
Bonus*: Collisions play a "Boop" sound that one could expect from a cartoon bathtub/car.
There are carrots placed throughout the racetrack. Giving players a chance to pull ahead or catch up.
Increased top speed
(lasts for a few seconds)
Sidenote* Some carrots are sneakily placed just before difficult tuns. (Risk/reward)
Dual catch-up mechanic:
When respawning you will start just a few meters before the player in the lead reaches the checkpoint.
This is to prevent players from being eliminated right away since they start standing still.
It also might force the players who are coming in with high speed to adjust or crash.
Although it is slightly unfair, it often leads to comical situations while simultaneously give less skilled players a chance to stay in the game longer and have a small chance to win.
For this game-project i made a rapid prototype of how the cars could work.
separate individual suspensions
(Click to enlarge)
In editor overview of final racetrack:
Some info behind this level:
(Before making this game I had no prior knowledge of racing).
Difficulty increasing further along the track.
Researched actual racetracks. What makes them fun/challenging.
Made several prototypes for internal alpha playtesting.
Had to fence all roads to leave no room for offroading
After observing the playtesting of the chosen track. We concluded that two sections were causing frustration. Then adjusted to maintain the general road layout but with lowered difficulty.