Week 8 - Racing Development Post
Hello, and once again welcome back to my GDevelop blog. This blog I will be covering my development of the MotoStyle, the issues I have encountered, testing and the results of my labour.
When beginning development of MotoStyle and it's open world I needed to find many different assets that could be used to create the roads and environment for Speed City. When searching for the assets however, I came to realize the scope of the project I was undertaking and how much would be required to make even a basic prototype for my testers to give feedback on. This is because of the rules that each object would have to obey to, something I've been including into my design philosophy since reading Fullertons readings, including traffic, and other objects that can be interacted with. How would traffic move around the city? How would they interact with other cars if collided?
Because of all these increasing rules that kept appearing, I decided to change my approach of the open world, into a more hub-based game. It still followed the design of the pitch about getting to the delivery location as fast as possible, however you would return to the hub to select another mission or retry.
This freed up lots of development time and allowed me to focus on the gameplay itself.
Some changes were made to the gameplay also, instead of being able to take the shortest path, I took the practical excersize we worked on in class, and expanded on that. To give players skill expression with finding the fastest path, I implemented boosts which could be missed and would affect your overall time allowing for future replayability.
When testing the game myself I really wanted movement to feel fluid, especially when driving in between cars to try and hit a boost or avoid traffic. To do this I had to focus on both the hitbox and the turning speeds. The initial movement that was implemented from the practical felt too slow for the arcady feel I was trying to go for, and for the van model I selected. Firstly, I increased the acceleration and deceleration, which felt better, however when changing directions still didn't feel reponsive enough. So, I increased the deceleration to be higher than acceleration and this fixed the turning issues almost completely. Next was the hitbox, and based on my previous experience with hitboxes, the perfect hitbox is always just smaller than your actual character model to provide some leeway.
Now that I have a working prototype I'm happy with I get one of my friends to test and provide feedback. Here is a list of the main critiques of Motostyle:
1. Lack of feedback with boost
2. Boosts set to specific times
3. Instant death was too punishing
So the first thing I wanted to do was to make the boost feedback more responsive. To do this I needed everthing else that moved to respond to the boost, not just a hidden variable which would make the finish line appear earlier. I did this by applying the boost variable to all the moving objects for a timed duration.
Next was the boosts being set to specific times. This was something I overlooked, and makes a lot of sense because they spawn exactly the same time each time, you won't be able to get a better run ever. So I change it to spawn randomly in a time frame, to give the levels more replayability.
Finally, I created a health system which would allow for your vehicle to take a couple of hits to feel less punishing when you accidentally made a wrong manuever.
We have once again reached the end of this development post. Stay tuned for next week where I will be covering the post mortem of the development of MotoStyle. Until then, take care!
Fullerton, T. (2018). Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Fourth Edition (4th ed.). A K Peters/CRC Press. https://doi-org.ezp01.library.qut.edu.au/10.1201/b22309