The first phase of an ambitious combat racing project inspired by IGPX and Twisted Metal. This time-trial prototype establishes the high-speed racing foundation before adding transformation mechanics and vehicle combat.
Building toward a game where high-speed racing meets mech combat. Think Twisted Metal’s vehicular mayhem combined with transformation mechanics, and mech combat of IGPX. But first, I need to nail the fundamentals.
Starting with a pure racing prototype to get the speed and movement right:
- Arcade-style vehicle controller tuned for aggressive, momentum-based racing
- High-speed physics that will translate to both vehicle and mech modes
- Control responsiveness that can handle the chaos of combat at 200mph+
- Countdown and Lap timer
Future additions will include:
- Weapon systems and combat mechanics
- Weapons need to work differently in car and mech mode…
- Attacking other racers can cause debris making the track more perilous
- This would encourage players in the lead to engage with runner up racers allowing for more opportunities for lower positioned players to overtake.
- Transformation system between vehicle and mech modes
- Car mode is all about speed and maintaining/catching lead.
- Mech mode is for combat and creating chaos for other racers.
- Enemy AI Combatants/Racers
- Diverse cast of interesting characters to choose from.
- Racers will feel unique and have interesting back-stories.
Building in phases lets me validate each system before adding complexity. The racing has to feel perfect before adding a second mode and combat on top.