Daily Design: Day 132
Daily Design is a series of game concepts devised daily through all of 2016. These are just basic concepts, designed based on three randomly generated words. Today, they are;
Speed, Fat and Knock.
As such, the game I’ve designed today is…
Fat Rolls is a competitive racing game for up to 12 players, in which characters in fat suits roll down hills for fun and profit.
Unlike traditional racing games, Fat Rolls lacks a way to control acceleration, except by controlling deceleration. Because the characters are constantly rolling down a hill they’re constantly accelerating, but they can “brake” by putting their limbs out and into the ground, slowing them down. This is useful for cornering, but obviously slows them down.
The game is from a traditional third-person perspective, though the game lacks a first-person mode, because that would be truly awful in a game about rolling. There is a “pseudo-first-person” view in which the camera sits ahead of the character, though, simulating a first-person view without any of the rolling.
While the course is constantly going downhill, it’s never a straight run. Courses will twist and turn, and hitting the barriers on either side of a track causes the character to come to a complete stop, forcing them to begin their acceleration anew. There are also obstacles and ramps scattered about – ramps are used to jump off, providing a decent speed boost upon landing.
Obstacles, though, are somewhat more complicated. Some simply slow or stop your character; mud pits, for example, will slow down anybody who passes through them. Other obstacles may simply act as barriers, completely stopping those who hit them. There are, however, positive obstacles – hitting the weak point on a pole may cause it to fall and become a bigger barrier for those behind you, for example. These are colour coded, with red barriers being negative and blue being positive.
Hitting other players is also a good way to gain an advantage. While hitting a player doesn’t affect their speed, it bounces them in the opposite direction of the hit, which can be used to knock them into obstacles or the barrier. Be careful, though, as too many characters hitting each other can result in a chaotic pinball-like race.
It’s a simple game, but one that comes with risk of offending a fairy large portion of the userbase (pun not intended). It’s hard to avoid this when the words are “fat, speed and knock”, but it’s why I opted for characters in fat suits, rather than just large characters. It’s a small change, but I feel it’ll help to alienate less players without hurting any of the humour.
That’s it! Thanks for reading. I’ll be back tomorrow with another quick game concept.