http://www.kickstarter.com/projects/896 ... cade-racer
Antonis Pelekanos wrote:This is an arcade racing game based on games that I loved playing in the arcades growing up. You could say it's inspired by those games, maybe a tribute to them or simply a rip off, any of these could be true!
The three that ate up most of my coins where Scud Race, Daytona USA and Indy 500, my goal is to recreate the feeling these games evoked from players by maintaining the colorful, vibrant look and sense of speed but with modern visuals and car handling models.
The Cars
There are three different car classes, Supercar, Stock and Formula. The first two will have a drifting handling model but different dynamics and the Formula car will be about high grip line racing.
The Tracks
The game will feature three tracks playable both in normal or reverse each with two unique routes. The tracks will be Short/Beginner, Medium/Amateur and Long/Professional. My goal here is for the tracks to be unique, memorable, fun to simply be in and a nice blend between reality and fantasy. All while keeping with the 90's theme.
Game Structure
The structure of the game is very simple, select your car and track and race both against the clock and AI trying to set the best score. There will also be a championship mode for each car class.
http://blog.nicalis.com/2013/10/90s-arc ... e-physics/
Tyrone Rodriguez wrote:At this point some of you may feel like we’ve been working on ‘90s Arcade Racer since the ‘90s. That’s not entirely true, while Antonis and I were indeed playing Scud Race (Super GT in the US) and Daytona USA some 20 years–that was just preparation for the game we’re developing now.
Here’s what’s been happening the last couple of months with ‘90s Arcade Racer.
Physics, physics and more physics!
In the 100+ hours I’ve spent on racetracks combined with the thousands of hours logged playing racing video games, there’s something that feels quite counterintuitive to the genre. You would think super realistic racing games would have super accurate and lifelike physics — but that doesn’t necessarily always make a better product. To really give the sensation of speed, gravity, lateral gravity, as a designer you end up removing many functions that make a vehicle simulation “real”, in the theoretical sense. A driving simulator, more often than not feels like a floaty, unresponsive boat. Part of that is because you can’t feel yourself slinking around a bucket seat, you don’t have the sensation of a vehicle’s weight shift between the four corners; there’s an entirely missing dimension in racing games.
Antonis and I are going for a fun and arcade racing feel, we’ve said that from the start. Those two descriptors are equally important to the project. Getting to the balance of an arcade feel while offering a challenging experience and still giving the car some complex real-world behaviors is where our own challenge begins.
Once you start playing a racing game, especially an arcade-style one, terminology like camber, caster, differentials, toe, torque and drivetrain are quickly forgotten. Initially I spent a lot of time trying to get an arcade feel out of a real vehicle simulation. After extensive experimentation what Antonis and I found was that it just wasn’t working.
In this case it’s much easier to build something from zero and create an experience that perfectly recreates the perception and expectation we all have of a typical arcade racer. Version 2.0 of ‘90s Arcade Racer physics is built within the expressed intention of creating a real arcade racing game. What that means is that the game is really feeling like should. The car reacts in a way that is indicative of an arcade racer, it moves and accelerates properly and now we have a really fun grip and drift mechanic within the game. Although it’s been challenging having to build physics from nothing, this has allowed us to really build the vehicles exactly how we want and how they should feel.
I’m pretty confident that we’re very much in the right direction with the physics and you’ll probably agree once you have an opportunity to play it. Antonis has been doing great work on creating the world of ‘90s Arcade Racer. More on that at a later time.
Kickstarter trailer: http://www.youtube.com/watch?v=bywfy_hcq_s
Developer interview: http://www.youtube.com/watch?v=wSJhEAiuv_c
Environments trailer: http://www.youtube.com/watch?v=qieaaXHZALE
I hope it plays as well as it looks.