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Crash and Burn: A Futureistic Racing Game

 
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Glassire Press
Egg


Joined: 15 Oct 2006
Posts: 12

PostPosted: Tue Oct 17, 2006 12:42 pm    Post subject: Crash and Burn: A Futureistic Racing Game Reply with quote

This is an idea that came to me in a dream a few years ago. It is designed to be one of those games you play with your frends over a carton of beer.

The basic concept is pretty much the same as Wipeout, Hi-octane or Powerdrome; for those who used to have Amigas.

Each player has a team to run. Which basically means they buy a ship, pilots and upgrades. These upgrades include larger engines, meaner pilots and bigger guns. Winning means more money to spend on these upgrades. Which will result in the ultimate crushing of your opposition.

The game mechanic revolves around two parts. The main part is the track. The track is basically broken into sections, like the elecrtic car tracks you buy in a box, and can be arranged into almost infinite designs. Each section of the track has a rating that designates how difficult the section is to navigate. For example tight corners and chicanes have higher rating and will require higher dice rolls to successfully navigate.

The second part is the section grid. This grid represents where the ships are on the track section. This grid is represented by a counter on the track. The grid is divided into 6 lanes and is about 10 deep. The sides of the grid are colour coded (as is the track) to represent the inside and outside of the track. Possitioning on the grid is important as the dice rolls are affected by how close you are to the racing line. Ships are able to move around the grid each turn as the grid itself moves around the track.

I have playtested the racing mechanic successfully and I am ready to add in the next level of development. Ships, Upgrades and Event Cards. The game will rely mostly on luck and is supposed to be able to be played quickly with any number of players.

There is also room for multi ship teams for those who want to play more seriously over a season.

The marketable point of this game is the unlimited playability due to the track being infinitly adjustable and will include pieces such as traps and obstacles. There is also room to add additional pieces later such as new ships, upgrades and cards.

Think of this as Wipeout with Bloodbowl playing style. Fun.

I will try and put what I have on the net somewhere so all can have a look and play with what I have accomplished.

Comment and suggestions welcome.


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lpeters-malone
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Joined: 13 May 2006
Posts: 224
Location: Perth, West Australia

PostPosted: Sun Oct 22, 2006 6:15 am    Post subject: Reply with quote

Okay, give us an ETA on when yu can have some ideas posted.
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Burger
Egg


Joined: 04 Aug 2006
Posts: 6

PostPosted: Mon Oct 23, 2006 8:56 am    Post subject: Re: Crash and Burn: A Futureistic Racing Game Reply with quote

Glassire Press wrote:
Powerdrome; for those who used to have Amigas.

That was the best game ever! The only game where you needed to use the Amiga's BOX as a mouse mat!!!
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Glassire Press
Egg


Joined: 15 Oct 2006
Posts: 12

PostPosted: Tue Oct 24, 2006 11:04 am    Post subject: Reply with quote

Now you are showing your age... Or your parents need to upgrade haha.

Anyway I am working on something at the moment that will hopefully be a little better than my hand drawn crap.
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Burger
Egg


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PostPosted: Thu Oct 26, 2006 11:40 am    Post subject: Reply with quote

Glassire Press wrote:
Now you are showing your age... Or your parents need to upgrade haha.

You mentioned it first Wink
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Glassire Press
Egg


Joined: 15 Oct 2006
Posts: 12

PostPosted: Mon Nov 27, 2006 11:25 pm    Post subject: Reply with quote

Well it has taken a few weeks, but the game is now ready for testing. I have supplied our administrator with a copy of the rules that we can all download and have a crack at (I am sure he will supply a link soon).

I will also have some of the vital components, such as tracks and grid, available soon.

Good Gaming
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