gameplay design - Nicky-Nice-Games/ggk-UnityProject GitHub Wiki

Gameplay Design Contents

Gameplay Design

Mechanics

In this game, the player will be driving a kart around the course as fast as possible in a race. The kart can drift around corners, which is intended for more competitive players. Also, players can throw and use items, which can be upgraded as well. These are intended to help level the playing field so anyone could hypothetically win.

Game Flow

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Game Modes

  • Quick race
    • The MVP
  • Grand prix
  • Time trial

Level and Track Design

Track Guidelines

Requirements

Each track needs the following:

  • 1 shortcut only accessible via a tier one boost item
  • 1 shortcut only accessible via a tier one offensive item
  • 1 very minor and short alternative path
    • path A is X seconds long (simpliest form is 1 second base)
    • path B is 2X seconds long (simpliest form is 2 seconds base) but includes an item pickup
      • If you have no other place for your "golden brick" this is a good starting default spot.

Track Designs

4 tracks

  • Quarter Mile Corridor
  • Outer Campus Loop
  • Golisano 2nd Floor
  • Mobius Brick Strip
  • SAU
  • Gracie’s woods (squirrels)
  • The SHED
  • Global Village
  • Red Barn
  • Dorms Dining and other dormside spaces
  • "Tiger Tunnels"
    • Inspired by the tunnels under the dorms

Have the level design team pitch ideas

  • Polisini center upper loop
  • Tunnels under the dorms

Names of the cups?

  • Undergrad cup
  • grad cup
  • student cup
  • teacher cup
  • IGM cup
  • college cup

Track Roster

Cup 1

  • Outer Loop
  • Inner Loop
  • Golisano
  • Rainbow Road

Cup 2

  • ??? (Polisini Center Upper Loop)
  • ??? (Gracie's Woods - Winter Theme)
  • Dorm Room
  • ???

Items and Power-Ups

Item Overview

4 categories leveled up by bricks

Golden brick instant level 4

Item Categories

Items have 4 categories:

  1. Offense
  2. Defense
  3. Trap
  4. Speed

Item Category Color Guide

Item Category Color Name Color Code Color
Offense Red red
Defense Blue blue
Trap Yellow yellow
Speed Green green

Design Thinking behind Color Choices:

  • Overall template follows the standard game template of red, blue, yellow, green for 1,2,3,4 ordering.
  • Offense: Red
    • Red is aggressive
  • Defense: Blue
    • Blue is calming
  • Trap: Yellow
    • Yellow is often associated with caution and hazard
    • yield signs
  • Speed: Green
    • green means go
    • green has life and energy. things with energy go fast?

Item Design

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Why the categories?

  • learnability
  • clear design spaces to occupy and cover

Why the tier system?

  • We hope to give the illusion of interesting player choice within our guided gameplay balance.

Item Roster

Again items are organized into four categories:

Category Tier 1 Tier 2 Tier 3 Tier 4
red Offense Straight Puck Homing Spikey Puck Triple Homing Spikey Puck Flying First Place Homing Spikey Puck
blue Defense 4 Second Shield 6 Second Shield 8 Second Reflecting Shield 10 Second Reflecting and Bumping Shield
yellow Trap Oil Slick Cracked Brick Wall Confused Ritchie Fake Power Up Block
green Speed Rocket Boost Double Rocket Boost Flying Rocket Boost Warp Boost

Offense Items

  1. Straight Puck
  2. Homing Spikey Puck
  3. Triple Homing Spikey Puck
  4. Flying First Place Homing Spikey Puck
Straight Puck

A tier one (base) level offensive projective. Here we hope to copy the design space of the "Green Shell" from the Mario Kart franchise.

Design Space:

  • Quick, easy, simple.
  • Fast
  • Low cost
  • Easy to use, hard to master

Why would I upgrade

  • N/A

Theming: We hope to play with the theme of RIT hockey for this item.

Color

  • maybe keep it black?
  • standard hockey puck color

Silhouette:

  • Brainstorm with content concept design.
  • suggestion:
    • simple.
    • follow a hockey puck almost exactly

Homing Spikey Puck

A tier two level offensive projective. Here we hope to copy the design space of the "Red Shell" from the Mario Kart franchise.

Design Space:

  • Helps with "rubber banding", but focuses on the short term goal.
  • focuses on the kart 1 place in front of user.
  • easier to use than level one because of the homing feature

Why would I upgrade

  • trade the instant time to use with waiting to gain the affordance not to aim, fire and forget, more helpful for less skilled players

Theming: We hope to play with the theme of RIT hockey for this item.

Color

  • maybe switch it to red?
  • red is aggressive
  • shows that this item is slightly more aggressive than the tier one version

Silhouette: Here, we should probably change the silhouette.

  • Brainstorm with content concept design.
  • we shouldn't rely on a color swap alone.
  • Failure of Mario Kart
    • does not account for red/green color blind in their item design
    • multiple accessability points
    • change color and silhouette
  • suggestion: Add spikes to the base puck?
    • spike are triangular and pointy, which suggests aggression
    • shows that this item is slightly more aggressive than the tier one version
    • this addition in size/volume to the silhouette also suggests that this item is "more" than the tier one version, which it is because we added "homing"

Other Notes

  • Maybe it spins as it travels towards its target
  • from a content space, we gain return on investment with this item time wise.
    • if we make the previous tier item, we don't have much work to do on this item, we only slightly change its silhouette by adding a few spikes, and we do a color swap on our previous texture

Concept Images:


Triple Homing Spikey Puck

A tier three level offensive projective. Here we hope to copy the design space of the "Triple Red Shell" from the Mario Kart franchise.

Design Space:

  • Helps with "rubber banding", but focuses on the short/medium term goal.
  • focuses on the kart 1 place in front of user.
  • but more uses
    • so you can hit a slightly further target a few times to catch up
    • or hit multiple different targets

Why would I upgrade

  • More options for playe choice

Theming: We hope to play with the theme of RIT hockey for this item.

Color

  • should keep the same color as tier 2 this item functions the same

Silhouette:

  • should keep the same silhouette as tier 2 this item functions the same

Other Notes

  • from a content space, we gain return on investment with this item time wise.
    • if we make the previous tier item, we instantly get this item complete as well

Flying First Place Homing Spikey Puck

A level four (Final/Max) offensive projective. Here we hope to copy the design space of the "Spikey Shell", aka blue shell, from the Mario Kart franchise.

Design Space:

  • Helps with "rubber banding".

Why would I upgrade

  • I need to target the player in first, but there are other racers in between me and 1st.

Theming: We hope to play with the theme of RIT hockey for this item.

Silhouette: Here again, we should probably change the silhouette.

  • Brainstorm with content concept design.
  • suggestion: Add wings to the spikey homing puck?
    • follows the template from before, but now adds "flying"

Other Notes

  • from a content space, we gain return on investment with this item time wise.
    • if we make the previous tier item, we don't have much work to do on this item, we only slightly change its silhouette by adding a two wings (should we animate flapping on those wings? - maybe not needed on the first pass), and we do a color swap on our previous texture

Defense Items

  1. 4 Second Shield
  2. 6 Second Shield
  3. 8 Second Reflecting Shield
  4. 10 Second Reflecting and Bumping Shield
4 Second Shield
  • Become invulnerable for 4 seconds
  • have projectiles that hit you (like a green shell) pop and be destroyed

6 Second Shield
  • Become invulnerable for 6 seconds
  • have projectiles that hit you (like a green shell) pop and be destroyed

8 Second Reflecting Shield
  • Become invulnerable for 8 seconds
    • also have projectiles that hit you (like a green shell) bounce off you as if you were a wall

10 Second Reflecting and Bumping Shield
  • Become invulnerable for 10 seconds
  • also have projectiles that hit you (like a green shell) bounce off you as if you were a wall
  • if you bump someone or hit someone with this shield, then they spin out as if they were hit by a green shell, banana, etc, etc

Trap Items

  1. Oil Slick
  2. Cracked Brick Wall
  3. Confused Ritchie
  4. Fake Power Up Block
Oil Slick
  • acts like a mario kart banana

Cracked Brick Wall
  • for now for this item,
    • stub it out as a new level 2 item
    • new temp function allows it to block a puck while maintaining oil slick behavior

Confused Ritchie
  • spawn a temp grey cylinder
    • if the player drives through this object
      • reverse controls for 10 seconds
        • accellerate becomes backwards
        • left becomes right

Fake Power Up Block
  • acts like a mario kart fake item block

Boost Items

  1. Rocket Boost
  2. Double Rocket Boost
  3. Flying Rocket Boost
  4. Warp Boost

Energy Drink Explosion!

Rocket Boost
  • acts like a mario kart mushroom
  • spawn a "rocket" on your kart (center back)
  • increase your speed by 100% for 3 seconds

Double Rocket Boost
  • spawn two "rockets" on your kart (left back and left right)
  • increase your speed by 200% for 3 seconds

Flying Rocket Boost
  • lift your kart up in the air (above other karts on the road)
    • helps you avoid hitting other karts and items
  • spawn two "rockets" on your kart (left back and left right)
    • rockets are 2 times the size as the two rockets from previous tier
    • white and blue flames on these rockets? give a sense of even hotter
  • increase your speed by 300% for 3 seconds

Warp Boost
  • jump through a warp portal and move your kart up 3 map checkpoints

Secrets

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