- 5,152
- Connecticut
- Ridley-X4
I don't mean as in actual karting, like that iOS game that's coming featuring Nico Rosberg - I mean "kart racer" as a videogame sub-genre, like Mario Kart, Crash Team Racing, Sonic Team Racing, and so on. Even some "futuristic racing games" such as the WipEout series of Xtreme G could be said to have shared elements.
To begin, here are the main elements of what I think is essential to a kart racer:
-Characters. (They may have multiple classes, or change the range of karts that are selectable afterwards, where it's the latter that truly impacts the stats versus the character itself.)
-Tracks with strong theming and potential "stage hazards." (It's like comparing the Super Smash Bros series to other fighting games, in this regard.) There should ideally be a track themed after each character. Other common elements of kart racer tracks would also be shortcuts and boost pads/"zippers."
-Items (With various staples like projectiles that are non-homing, ones that are homing, items meant to be tossed behind you...)
-Battle Mode (Which can also have multiple modes. Not only a "three hits and you're out" sort of mode, but also stuff like Shine Runners from some Mario Kart installments.)
In a particular idea of mine, my take on the sub-genre would have meaningful customization beyond just relatively minor stat/aesthetic changes like in more recent Mario Kart games, but instead affect major mechanics of the racing. So for example, there can be a variety of how karts can gain mini-turbos from drifting, gain a boost start, or obtain certain items. A further example being that there could be a hypothetical kart that gains the most boost from a boost pad, but cannot gain mini-turbos from drifting. Some concepts could be taken from actual motorsport/cars, too, like DRS, KERS, and active aerodynamics. So a way I'd interpret KERS is by having a kart design that can build up a gauge to reserve mini-turbos from drifts, but cannot use it until it's been filled once, although once they have, they can otherwise use it without using it all at once, sort of like the nitrous from the NFS games.
This would ultimately try to be a remix of pretty much all the major kart racers - or at least, my favorite elements from each one. I do like how various Mario Kart games have drafting, so here's my idea on that: you could have a kart that has high downforce - in that it doesn't need to slow down as much for turns, perhaps even not needing to drift - but as a result, it becomes a kart that other players can use for drafting, whereas a kart design that has low-downforce cannot be used by other players for drafting. A higher-downforce design would likely have lower acceleration, too, given the drag caused by the higher downforce.
Overall, I'm not too sure about the characters, but otherwise, the emphasis would be on the karts and their potential designs from a gameplay perspective, and it could be much like the customization in the semi-obscure DS JRPG "Infinite Space," where it's almost a bit like Tetris, in that each part has a volume of sorts that needs to confine to the design's available space, but a clever player can get a lot more parts to fit in the same space. On top of this, I also really liked the "Total Cost" aspect from the customization in Ace Combat Infinity, which as the name implies, indicated the total cost of your build, and it was a fun parameter to limit for some lobbies and challenges. Perhaps the characters wouldn't have stats in themselves, but would be more indicative of what karts/parts/etc. they would be able to use.
I'd likely also design the gameplay/tracks around a capacity of twenty players - I suppose that I picked that number because F1 comes to mind, haha. But there would be a team-racing mode, inspired by the respective team-racing modes in Mario Kart Wii and Team Sonic Racing.
What do you think so far? What would you potentially like to hear more about?
To begin, here are the main elements of what I think is essential to a kart racer:
-Characters. (They may have multiple classes, or change the range of karts that are selectable afterwards, where it's the latter that truly impacts the stats versus the character itself.)
-Tracks with strong theming and potential "stage hazards." (It's like comparing the Super Smash Bros series to other fighting games, in this regard.) There should ideally be a track themed after each character. Other common elements of kart racer tracks would also be shortcuts and boost pads/"zippers."
-Items (With various staples like projectiles that are non-homing, ones that are homing, items meant to be tossed behind you...)
-Battle Mode (Which can also have multiple modes. Not only a "three hits and you're out" sort of mode, but also stuff like Shine Runners from some Mario Kart installments.)
In a particular idea of mine, my take on the sub-genre would have meaningful customization beyond just relatively minor stat/aesthetic changes like in more recent Mario Kart games, but instead affect major mechanics of the racing. So for example, there can be a variety of how karts can gain mini-turbos from drifting, gain a boost start, or obtain certain items. A further example being that there could be a hypothetical kart that gains the most boost from a boost pad, but cannot gain mini-turbos from drifting. Some concepts could be taken from actual motorsport/cars, too, like DRS, KERS, and active aerodynamics. So a way I'd interpret KERS is by having a kart design that can build up a gauge to reserve mini-turbos from drifts, but cannot use it until it's been filled once, although once they have, they can otherwise use it without using it all at once, sort of like the nitrous from the NFS games.
This would ultimately try to be a remix of pretty much all the major kart racers - or at least, my favorite elements from each one. I do like how various Mario Kart games have drafting, so here's my idea on that: you could have a kart that has high downforce - in that it doesn't need to slow down as much for turns, perhaps even not needing to drift - but as a result, it becomes a kart that other players can use for drafting, whereas a kart design that has low-downforce cannot be used by other players for drafting. A higher-downforce design would likely have lower acceleration, too, given the drag caused by the higher downforce.
Overall, I'm not too sure about the characters, but otherwise, the emphasis would be on the karts and their potential designs from a gameplay perspective, and it could be much like the customization in the semi-obscure DS JRPG "Infinite Space," where it's almost a bit like Tetris, in that each part has a volume of sorts that needs to confine to the design's available space, but a clever player can get a lot more parts to fit in the same space. On top of this, I also really liked the "Total Cost" aspect from the customization in Ace Combat Infinity, which as the name implies, indicated the total cost of your build, and it was a fun parameter to limit for some lobbies and challenges. Perhaps the characters wouldn't have stats in themselves, but would be more indicative of what karts/parts/etc. they would be able to use.
I'd likely also design the gameplay/tracks around a capacity of twenty players - I suppose that I picked that number because F1 comes to mind, haha. But there would be a team-racing mode, inspired by the respective team-racing modes in Mario Kart Wii and Team Sonic Racing.
What do you think so far? What would you potentially like to hear more about?