Here's a trailer for my racing game I made this semester!
Wednesday, April 29, 2015
Sunday, April 19, 2015
Arkanoid Inspired Game Research
My teammate and I are choosing to make an "Arkanoid" inspired game, an arcade brick breaker from 1986. We'll be making 2 levels of the game, the first level and a second, more difficult level. Aesthetically we're looking at games like "Candy Crush Saga"
but with cute pastel influences.
but with cute pastel influences.
The following goes over our Game Features List, prioritized:
Player Locomotion- Players must be able to use their arrow keys in order to move a paddle horizontally in the playable area. This will allow them to bounce balls off of the paddle to aim towards bricks.
Level Hazards- Bricks are the key hazard in the game. There will be 3 types in each level: 1 hit bricks, 2 hit bricks, and 3 hit bricks. This will allow for strategic placement of both types of brick to challenge the player.
Falling power ups will also serve as a hazard. While most will give the player positive temporary bonuses, some will shrink the player's paddle size and other's might steal a ball from the player.
Player Health and Respawn System- The player's number of lives will be determined by how many balls they have available to deploy. Should the player not catch a ball with their paddle, they will lose that ball and another will respawn on their paddle waiting to be shot. If the player reaches 0 balls they will lose the game.
HUD- The HUD will simply display the number of balls a player has at any given time, what level they are on, and how many points they've received for breaking bricks.
Wall Collision- The paddle will collide with a wall on both the right and left sides of the stationary screen. The ball will be able to bounce off of the top, left, and right walls, but will fall through the floor at the bottom.
Game Camera- The game camera is stationary and does not move for the duration of the game.
The general take on this game will be light hearted, cute, and fun. And sparkly.
Really sparkly.
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You think I'm kidding? |
Thursday, April 9, 2015
Attract Trailer Research
To use as reference for my own racing game's trailer, I looked at the Sonic & All-Stars Racing Transformed launch trailer. It features predominantly in-game shots but is sprinkled with some solid cheesy acting.
What I like most about this trailer is how well they featured a lot of the cool aspects in the game like changing vehicles and crazy stunts. Their cuts are also interesting in the way they continue and build off the motion of the previous shot. Also, shots with long duration are well-balanced with fast, quickly cut shots.
What I like most about this trailer is how well they featured a lot of the cool aspects in the game like changing vehicles and crazy stunts. Their cuts are also interesting in the way they continue and build off the motion of the previous shot. Also, shots with long duration are well-balanced with fast, quickly cut shots.
Wednesday, April 8, 2015
HUD Research
Most racing games seem to have HUDs that only occupy the corners and very edges of the screen. They also attempt to be as transparent as possible for least obscured viewing space.
Games like:
For my HUD for my own racing game I'll do the same with my space, but will also use it to help theme my level.
And also this:
Games like:
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Forza 5 |
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Need for Speed: Hot Pursuit |
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Mario Kart |
For my HUD for my own racing game I'll do the same with my space, but will also use it to help theme my level.
My own vehicle's speedometer looks something like this:
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And also this:
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Probably a little too industrial for my country level. |
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