just some ideas for ideal racing game

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txrdriftrchimu
just some stuff i thought up, or atleast something i've wanted forever. more like a spiritual successor to txr series, if any1 make that, or by some miracle, genki make racers again. maybe i'll get lucky and some game developers actually read this post and decide to make it or use some elements.

1. a free roaming game, thats a mix between txr and tdu
-location: gunma or tokyo
basically have the wangan, shutoko c1, etc highway system seen in txr series, and some local touge courses.
-physics: txrd2 physics system, mixed with gt5(have not tried 6 yet) with some tweeks
-customization: again a mix of kaido and gt5 tuning.
-gameplay: lots of road like tdu. races will be more like txr with the lifebar. and pa areas where you can connect with rivals. i didnt care too much about tdu's cheesy storyline. txr characters told in simple format was epic though. throw in the bbs system from kaido as well.

2.more traditional style game)
course list:
highway courses(made into circuits)
-wangan line
-c1loop
-shinkajo loop
touge courses
-hakone
-nikko irohazaka(if you loop uh and dh sections, it can even be like a long circuit)
-akagi touge
-usui touge
-haruna touge
-tsukuba touge
-ura/omote rokko(can even connect them with minami rokko)
-shiga kugatsu
can go on and theres alternate routes for all the above mentioned courses, but bottom line, lots of authentic touge courses
circuits:
-nikko
-sekia
-gunsai touge
-ebisu east, west, touge
can do without circuits since, i'd rather see lots of touge and some wangan lines, but doesnt hurt to have some extras.

physics/tuning: again gt and kaido mix with some tweeks
livery editing: eye toy or kinect if its on a certain system to take pictures as vinyl like c1gp. basically mix txr3/c1gp's system with forza. also have the ability to make things on pc, using an image editor, and upload it onto console.

gameplay modes:
1st last battles. basically touge battle rules, where you win if you lead and the gap increases at finish line and vice versa and take turns
sp battles: stolen from txr. win by crossing finish line or depleting the sp bar. also be like c1gp where you can roam circuits and challenge rivals
regular race battles
drift battles: actual proper scoring, and AI that can actually drift with you and tandem.
 
What if I don't like Touge games? I'd rather have a properly structured driving game on circuits I know, or at least make sense.
 
I would just like a console racer that actually has some decent online track racing.
 
so the c1loop, wangan line, nikko circuit, etc are touge courses? also courses like ebisu touge and gunsai are more circuits build to resemble touge than real touge. would be nice if they made a game because they are kind of iconic. maybe they didnt because its hard to impliment the leader/chase rules, and gunsai is really narrow.

lol. if you prefer normal circuit that much more, you can always go back to playing 1 of 1000 games available and being released all the time. I like touge more than circuits, but I do enjoy games like gt sometimes. But don't think I'll ever like a gt game as much as txrd2. used to play rfactor more, and pretty much ran on touge courses 70% of the time, and i heard some1 was putting the c1 loop in.
They are nowhere near as good as kaido, imo. and i'd also love a txr wangan game with online play, txrd2 physics, wheel ffb feel support and a clutch/shifter support, to make it more sim like.
 
I think my ideal racing game would be a fictional world roughly the size of TDU2's, with a mixture of road types (similar to how Burnout Paradise or Forza Horizon have urban areas, mountain roads and a freeway) modeled after real well-known roads. But, unlike all three of these games, there would also be (licensed, real) circuits embedded in the fictional world so you don't have to just race on the street around improvised courses.

As for the physics and car selection I think GT6 has that nailed, though if I could swap all the duplicates of various cars for newer cars and licensed tuner cars (not just Japanese, though, BBR turbo MX5s and Mountune Fords would be nice to see), that would be nice. Tuning and livery editing like Forza's, sound like... NFS Shift was alright, maybe a little exaggerated.

Then there could be a few nice little touches such as large empty car parks that players can create autocross or drift courses in with cones, traffic light drag racing and a GTA V-quality living world simulation (sans pedestrians, unless they're crazy agile and alert like those in Driver to dodge all cars) that goes a little further and adds AI that race each other even when you're not involved. I think the lack of that sort of thing made TDU2, Burnout Paradise and NFS: MW (2012) feel a little too dead when you were offline.

So yeah, that's my ideal racing game. Unlikely to ever happen, but I don't think anyone has ever tried to combine the fictional open world thing with licensed closed courses before, or even an open world game with good realistic physics.
 
Ideal racing game would have the option of arcade and simulation. Whatever happened to games that used to let you play it the way you want?

If modders can make shift 2 sim like just by changing some values etc, why not give everybody the option to play the game they want.

The public have such different tastes so its best to just make your game customisable.
 
My ideal racing game:

Online Only: The only AI is optional civilian traffic.

Cars: All cars are completely user generated. No real licensed cars. You choose the engine (v4 v6, v8 v10, v12 v16 I4 I8 3.0 l 2.4 l 1.0l 8.0L etc), front drive rear drive mid engine, gearbox, parts, wheel base, length, wheel sizes, and of course the body design. There will be a few default vehicles that you start out with. You can play around with these and get a hang of how to massage the body and how to get the car editor to work right. The editor will be very deep, you can put the seat in the middle of the car, to the right, to the left, how far forward or backward to place the engine, etc etc

If your really good at developing low drag high downforce cars (there will be a wind tunnel to help you) you can sell your designs for real money. Win races and earn fictional in game money to buy more chassis parts and bodies and engines to design and work with.

Tracks: All point to point courses, ranging from 2 miles to 20 miles long. Also there is a random point to point course generator and a point to point course creator. Create a straight 20 mile stretch of highway or the twistiest 20 miles you can think of. Themes for each point to point location could perhaps be: mountain climb, a high speed 4 lane highway, etc. Full day/night and full weather.

Physics: Physics are simulation

Racing: There are several racing modes, knockout, timetrial, mini points championship, tournaments, club events, and more. Car classes are determined by estimated car performance. You can choose to ignore the classes if you wish.
 
Cars: All cars are completely user generated. No real licensed cars. You choose the engine (v4 v6, v8 v10, v12 v16 I4 I8 3.0 l 2.4 l 1.0l 8.0L etc), front drive rear drive mid engine, gearbox, parts, wheel base, length, wheel sizes, and of course the body design. There will be a few default vehicles that you start out with. You can play around with these and get a hang of how to massage the body and how to get the car editor to work right. The editor will be very deep, you can put the seat in the middle of the car, to the right, to the left, how far forward or backward to place the engine, etc etc

If your really good at developing low drag high downforce cars (there will be a wind tunnel to help you) you can sell your designs for real money. Win races and earn fictional in game money to buy more chassis parts and bodies and engines to design and work with.
Have you tried Automation yet?
 
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