Experience on making a racing game

Source: Internet
Author: User

When I was playing that unsuccessful racing game, I didn't really know about the car. When I started to understand a car, I suddenly realized that I wanted to do a racing game well. Even a cartoon racing car, I needed to know the car well. Now I only know a little about the car. I believe that, as we know more about cars in the future, we will have a deeper understanding.
I will organize the fragments posted on Weibo below.
Why is video games fun? The fun of a game is an interesting interaction. There are many interesting definitions. Each type of game is different. For example, the fun of a racing game lies in the simple operation of switching between the left and right sides to the speed of addition and subtraction. Changes the vehicle status. We are interested in feedback from changes.
What does a fun racing game look like. Imagine you're manipulating a brick to run. Galloping in the game. That must be boring. Because bricks have no tires. It only slides. It's boring to manipulate a brick. It can be annoying. When turning, just a brief swing. There is nothing to interest you. Now four wheels are added to the bricks. Well, some are baby toys. But it is still meaningless. Which of the teenagers is keen on playing with a baby toy car. Besides, it is still on the screen.
Baby toys are simple. Because their brains are excited by a little bit of stimulation. But we are adults. We only operate a baby's toy car, a hard plastic box with four wheels, and the feedback we get is still too simple. Therefore, simple operations are acceptable. However, the feedback is too simple.
Let's take a look at the fun racing games. Karting is a cartoon racing car. Extreme speed cars, gt4 and gt5 are good racing games. They target different groups of people. For VR games such as liveforspeed and rfactor, they target real driving enthusiasts. The dirt series are good force racing games. Karting is a game played by 1/3 people in South Korea. Come to a professional driver who has been driving for many years. The Japanese gt5 racing game maker himself is a very professional track driver.
A fun racing game is more fun than a simple baby toy car? The most important thing is that after a vehicle receives operations from a player, there must be a great variety of posture changes, and these changes must be able to closely feedback the player's operations. The vehicle response can be more authentic (slide side), or easier to control than the actual situation (Cartoon ). For example, three games, namely running, speeding, and gt5, are more difficult to control than one. However, they still have a wealth of game fun.
In fact, it is not interesting to simulate a racing car. For example, the cart has a drifting function. When you press a button during a turn, the car will drift. In fact, controlling real vehicle drift is very complicated. Simulating the real situation is not fun at all. The simple post-drive drifting course I attended requires precise and fast control of the accelerator and direction of the rickshaw. It is good to see it one or two times in an afternoon. Many students are bored. It's too difficult. It is difficult to easily drift over the bend. It's not in a circle, it's just not float. This difficult operation is placed in the software and can only be simulated, rather than the game.
A racing game simulates vehicles and has rich changes in posture, making it easier to control vehicles. This racing game will be recognized by most players. Different style game positioning. For example, gt5 in Japan and fazor4 released by Microsoft all try to simulate the true driving feeling. Running, Mario racing or ridge racing take a fun road. Different styles, but it is fun to simulate a variety of vehicle gestures. So how can we simulate various changes.
I am not an expert on how racing games simulate rich changes in posture (or I will make a successful racing game ). To give you an introduction, I can only give you a brief introduction. The simplest idea is to simulate a real vehicle structure. Driving a real car gets the most abundant feedback. Because of the complex structure of the car, the response to an operation is caused by thousands or tens of thousands of parts of the vehicle. However, the home computer completely simulates the real car to have performance problems. Try to simulate more parts. For example, the frame (non-bearing integrated), the suspension (LFS, gt5 simulation are good), the tire (although it is nonsense, it can be made of rubber mixed Steel Wire), the frame (non-bearing integrated), and the suspension (LFS, gt5 simulation ), driver mode (after-drive or front-end.
It is very difficult to simulate the real physical behavior of these parts. Therefore, the game must be simplified. How to simplify the physical models of these parts. And after receiving the input, based on the current vehicle attitude, the impact of these parts on the vehicle determines the vehicle's posture change, and also determines the game feedback. This is too complicated. I won't ......
A cartoon racing game also needs to consider some so-called feedback "models ". For example, Mario racing, although I felt silly. It is not like a car at all. But there are still many people who like to play. In the world of Mario racing, the car body is driven by the force of the Mario "model" after the vehicle is input in the left and right directions. Generates interesting posture changes (velocity, angle, and angular velocity ). If this change is very rich, plus the items that can be played, it will attract many children and female to like it.
If Mario Motors' feedback "model" is really as simple as a baby toy car in reality, it will be difficult to attract people to play.
Let's talk about a lot of simple knowledge. The key to a fun racing game is not the most authentic simulation. The difference lies in whether the vehicle feedback is rich when the player inputs are accepted. Is there an interesting relationship between the vehicle feedback and the expectation in the player's mind (The Desired vehicle attitude. The interesting relationship refers to the changes in the vehicle's posture when a player is manipulating a vehicle. This not only makes the player feel for granted, but also makes the player often have some novel feelings.
The difficulty is not closely related to the richness of feedback. The key to racing games is the richness of feedback. To achieve a wealth of feedback, you can refer to the role of real car parts, or you can imagine a special feedback by yourself. Both methods are difficult. This may be why it is difficult to make a racing game.

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