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Shine Run Official Thread
Posted: 16 November 2012 05:43 PM
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Project Lead: Brent Andrew Shinn

Shine Run is a driving game where you deliver moonshine to customers in a customizable muscle car while avoiding competition in an obstacle laden cartoonish environment full of numerous ways to apply a lot of fun physics. You earn money for your deliveries and you can then upgrade your car; still; beard; wardrobe; and shack allowing you to make better product and deliver it faster, in ever increasing style. The setting is like the 1970’s and prohibition never ended; the backdrop is a mixture of low hills, farms, and thirsty hillbillies. You compete against other shiners to deliver your juice and for control of the territory; you earn achievements for deliveries, win scenarios, and for performing stunts while driving.

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Posted: 16 November 2012 06:59 PM
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Hey there!

I don’t think I can even begin to describe how excited I am about this. I’ve been in the industry for 7 years and I’ve never made a game. I’ve done the odd scratch VO and such but this is my idea and my chance to do something new here at DFP. I’m so happy to be part of this and look forward to discussing the idea in detail and answering as many questions as I can.

I’m not much of an artist but I’m trying to make some sketches of how I imagine the game and I have tons of notes to share - more to come!

Thanks for supporting us - you guys make all this possible.

Brent

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Posted: 19 November 2012 06:39 AM
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I grew up in the 70’s and 80’s in WV watching The Dukes of Hazzard as a kid and of course Moonrunners which inspired The Dukes series. Smokey and the Bandit, Convoy, Mad Max - you can see how this was a natural for me. My childhood molded me to design this game. In essence of the inspiration and having grown up in Appalachia around such things - I propose a video game based on running moonshine. This game is more about the delivery rather than making the moonshine; your still is automated and just requires instructions - you’ll spend the majority of the time dodging the police and navigating terrain with train crossings; bridges that are out; rivers; jumping through barns; a trip through a hay field or two; some dirt roads; maybe a Bigfoot sighting; UFO’s; EVEN NORSE GODS - wait, now I’m getting carried away and it’s 5AM and I haven’t slept yet, so maybe no Norse gods, but I wouldn’t draw the line with Bigfoot.

So just imagine driving along in a primer grey and orange muscle car - maybe an old Cuda or Super Bee like car, jacked up in the back with over-sized tires, or maybe even 4-wheel drive, a squirrel tail on the CB whip antenna and some classic rock on the AM radio. You’ve got a case of your latest batch and some thirsty guys up in Mason County are willing to pay top dollar for the first person to make the delivery.

**From the PDF on HiB’s site. With minor edits.

Shine Run is basically a driving game. I take inspiration from Brütal Legend in regard to the cars, driving, and achievements – again, this is a driving game but the core model is built around delivering moonshine. You are a bootlegger operating a still and you deliver to clients while avoiding the police, competition, and obstacles. You operate out of a shack in the woods where every component of the game can be upgraded with the money you earn from successful deliveries (car; shack; still; beard; wardrobe; etc…).

The Car - A 70’s looking muscle car - jacked up in the back with oversized tires; squirrel tail on the CB radio whip antenna; this would be completely customizable with different paint schemes; blower and side-pipes; body types; performance enhancing upgrades… Maybe even a 4 wheel drive sports car like the infamous 4x4 Camaro or Corvette and some off road sections.

** Weapons or not? This is a hard call to make, but it truly changes the game dynamic from racing to combat or combinations of both. Minimally, I would like minor defensive options like smoke screens and oil slicks for instance but I’m open in this area. Maybe we’ll need a poll to decide that!

The Shack / Still - The still would be upgradable to allow you to produce different types of alcohol. The initial still would produce moonshine but with upgrades you’d have the ability to make more valuable and different product types like gin; vodka; scotch; tequila; rum. The shack is merely your ‘home-base’ where you fetch your next batch for delivery and perform upgrades; the upgrade path for the shack could include more garage bays for additional cars; additional stills; storage for aging the vintage; wardrobe; and beard maintenance.

The Beard – This is more of a novel idea, but your beard could be used to indicate level or merely something that you can upgrade - even for the female players. The beard could also be customizable with different colors, shapes, and styles. We like beards at Double Fine.

Wardrobe - Flannel shirts, blue jeans, and a wide selection of boots and hats.

Game Play - You would have a system for picking quests where a customer wants a certain product and you are tasked with delivering it without getting caught by the police or beat by competition. As the game progresses, more and more customers appear in the quest panel with different requests and higher levels of difficulty/reward. Once you embark upon your delivery, numerous types of obstacles would appear to slow you down and/or prevent you from completing. You would have the option of using alternative off road choices as well as ‘terrain features’ like jumps and challenging roads with varying difficulty to reach your destination.
The Police – The police are attracted to you based on your reputation and how you drive. Speeding attracts attention and if the police catch you, you lose your product and gain reputation. I initially imagined the game being more like an RTS where you need to keep shine in production and get to the next delivery as fast as possible and then return and fetch the next batch, grab the next delivery quest, perform upgrades if possible, any you’re off! I have thought about making it turn based where you and the other players are faced with one delivery goal equaling a single turn - but I think that would slow things down too much - this is open for debate and maybe another poll to determine but the RTS seems to make the most sense.

** Police could be paid off to reduce reputation.

Reputation – The reputation system would be based on your interaction with the police, competition, and for making deliveries. Your reputation base would increase to where you exceed a minimum threshold and automatically attract attention so that as you lead up to the final stages of the game, you’re constantly chased. Reputation would also affect the cost of upgrades negatively and the reward for deliveries positively.

Competition – Generally, these would be other bootleggers trying to stop you and beat you to the delivery. Ideally, the competition would be multiplayer but having NPC competition would increase the dynamic of the game. One idea would be that one player could opt to be the Police – the idea might suck, so it’s just an idea!

Environment - The setting would be along the coast of Northern CA / OR with a cliff off to the west looking out to the ocean and mountains to the east - your backdrop would be that of pine trees and small farms; country stores; gas stations; strip clubs; casinos; parks; and small houses. The trees would be minimal, allowing more use of the terrain for launching stunts and reducing the overhead on the game.

Map System - The map would show the roads and the delivery locations symbolized by a blinking red dot. You would have a large map with more detailed information that could be called with the standard ‘M’ button and then a small in-game radar type map to show you hostiles and destinations. Only main routes would be on the map with alternative routes like dirt roads and such being either able to be discovered or hidden.

Achievements – Would be based on tallied metrics for deliveries and actions in the game. Stunt based achievements for driving would increase the reward for delivery as well as earn towards particular trophies. I imagine that most of these would ‘self-define’ as the development progresses but there are some easy and obvious ones like 25 deliveries or jumping certain distances or avoiding obstacles, and even obtaining upgrades.

Endgame – Customizable scenarios could include a maximum number of infractions; death by falling from too high; customer loyalty percentages; total customers; total money collected; total deliveries; reputation levels; special deliveries – I would want to be able to set win conditions at the beginning of the game and have stock win scenarios as options.

©Copyright Double Fine Productions™ Inc. All rights reserved.

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Posted: 19 November 2012 06:40 AM
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The Dukes…

Moonrunners

White Lightning

[ Edited: 19 November 2012 06:47 AM by Brent Shinn ]
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Posted: 19 November 2012 07:11 AM
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I saw this on my last trip back home - I drove to VA to visit my brother and saw it while down there. Can you imagine someone actually wanted to sell this beauty?

4x4camaro.jpg

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Posted: 19 November 2012 12:12 PM
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Okay - this is going to be the update placeholder post. Any new information and additions to the game will be posted here.

For clarification: This game would be focused on the racing and driving. If ever it were made into a full game, then more robust methods of management and control would be on the list.

Due to the short development cycle of AF, we would probably only be able to do 1 to 2 vehicles, but ultimately, I would love to have a large assortment of different types, with maybe some advantages to different vehicles. Like a 4x4 Camaro would be great for taking the dirt road short cuts, and who doesn’t love mud-buggy? That’s not something I think we have time to do in 2 weeks - ideally, yes, practically no. But that’s a great point and surely having a lot of different vehicles as well as terrain would make the game play more interesting.

The map and type of roads for the prototype would be focused on a small portion of the map - enough to allow paved roads and a sample of alternative routes with a bridge jump or two and maybe one hay field!

Keep the questions coming, and again, thanks for voting!

Brent

[ Edited: 20 November 2012 02:06 PM by Brent Shinn ]
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Posted: 19 November 2012 07:34 PM
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It sounds like quite a lot of fun. For a two week project, you should make very clear what your main gameplay is. Is the game you want to make a racer a strategy game or a managment game? By making this clear you would not only set a direction for the development, you would also inspire confidence in your supporters. My advice is to pick the type of game you actually want to work on. The setting is fun and unique, but in the end, it’s just window-dressing.

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Posted: 19 November 2012 07:44 PM
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The premise reminds me a lot of the one mode in Need for Speed 3 where you are constantly chased by police and you have to get rid of them. Was a favorite back then! smile

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Posted: 19 November 2012 10:28 PM
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I like the idea of making it a RTS (just as you described it in “I initially imagined…”) and having customizable endgame conditions. Setting is good. Car is good. Inspirations are good. Just be careful when defining the scope for the prototype as there too many ideas in your game concept and it’s not clear where the focus will be on (as pointed out by Dimitri above).

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Posted: 19 November 2012 10:37 PM
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This could actually be pretty awesome, you’ve got my vote.

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Posted: 20 November 2012 03:01 AM
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Does it have to muscle cars? What if there are different vehicle classes—muscle, swamper, etc.—and different terrain types, so that each vehicle has different advantages over different terrain. While the moonshine delivery can be the primary premise, I think gameplay focused on driving different sorts of cars is more fun.

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Posted: 20 November 2012 05:11 AM
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“10. DF Brent   $101.01” ts, ts, ts, ts…naughty smile. i wonder who has brent voted for raspberry.

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Posted: 20 November 2012 09:40 AM
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Balancing out different car types for different terrains is a fairly big challenge and I think you cannot do that properly in just 2 weeks of development (because you won’t have enough time to properly playtest).

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Posted: 20 November 2012 01:50 PM
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Dimitri - 19 November 2012 07:34 PM

It sounds like quite a lot of fun. For a two week project, you should make very clear what your main gameplay is. Is the game you want to make a racer a strategy game or a managment game? By making this clear you would not only set a direction for the development, you would also inspire confidence in your supporters. My advice is to pick the type of game you actually want to work on. The setting is fun and unique, but in the end, it’s just window-dressing.

Thanks for asking for clarification - this would be more of a racer than anything. Due to the small dev cycle - the strategy and management features would most likely just be static, but if the game were more fully developed, then more granular control would be added.

I took all the notes I had for a full blown game and tried to trim them down to what could be accomplished in 2 weeks, but yes, you’re correct, I still need to focus that a little more. The big description is everything I would ‘like’ to have.

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Posted: 20 November 2012 01:55 PM
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VicOfAges - 20 November 2012 03:01 AM

Does it have to muscle cars? What if there are different vehicle classes—muscle, swamper, etc.—and different terrain types, so that each vehicle has different advantages over different terrain. While the moonshine delivery can be the primary premise, I think gameplay focused on driving different sorts of cars is more fun.

That’s a good point as well - I wanted a wide range of vehicles but I think due to the short dev time, just a muscle car of sorts and maybe a truck or a mud-buggy! I agree as well, the driving part is what will make this fun, the moonshine is merely the window dressing, but it adds to the theme and style and also opens up more routes for upgrades to make the game competitive.

I think to really make it interesting, you’d want more than just paved roads. I grew up in the hills and many shortcuts we would take were over gravel or dirt roads. I would like to see numerous alternatives to the main road to reach the delivery.

Say for instance, you can take the main road all the way, which would be slower, or you could add a few shortcuts by jumping a bridge that’s out, or taking a detour on a dirt road that would short-cut the trip.

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Posted: 20 November 2012 01:57 PM
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imonfire - 19 November 2012 10:28 PM

I like the idea of making it a RTS (just as you described it in “I initially imagined…”) and having customizable endgame conditions. Setting is good. Car is good. Inspirations are good. Just be careful when defining the scope for the prototype as there too many ideas in your game concept and it’s not clear where the focus will be on (as pointed out by Dimitri above).

Right on - thanks for the suggestion and I’m trying to focus the information down a little more to be clear.

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Posted: 20 November 2012 01:59 PM
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Black_Hand - 20 November 2012 05:11 AM

“10. DF Brent   $101.01” ts, ts, ts, ts…naughty smile. i wonder who has brent voted for raspberry.

I gave most of it to charity and some to HB. But yes, I voted for me smile

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Posted: 20 November 2012 10:33 PM
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DF Brent,

Just wanted to wish you best of luck and hope you get a chance to make this game.  The theme of a moonshine operation with both the delivery racing and management of your “shack” sounds awesome and would love to see this happen.  I especially like the beard upgrade, perhaps this could be a measure of your “respect” among the community…The bigger the beard, the more envy you get… but maybe it’s just because I’m sporting a set of friendly chops.

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Posted: 21 November 2012 11:35 AM
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gbear14275 - 20 November 2012 10:33 PM

DF Brent,

Just wanted to wish you best of luck and hope you get a chance to make this game.  The theme of a moonshine operation with both the delivery racing and management of your “shack” sounds awesome and would love to see this happen.  I especially like the beard upgrade, perhaps this could be a measure of your “respect” among the community…The bigger the beard, the more envy you get… but maybe it’s just because I’m sporting a set of friendly chops.

Thank you very much! You got it right with the beard - there’s usually a lot of beard at Double Fine so we appreciate a good quality mass of facial hair. I even grow a neck beard when I have a lot of Linux work to do - it helps.

The idea would be that it would reflect your reputation or level - or as you said it ‘respect’.

Thanks for voting!

Brent

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Posted: 23 November 2012 09:55 PM
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Were you aware of the hovercraft driving/moonshine running game called Shine Runner?

http://www.vectorunit.com/shinerunner/

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Posted: 24 November 2012 05:30 AM
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I voted for this game because I love that you wrote and performed a song for it.

Also I like to back the underdog and think that it’s great to see such a democratic process where even the IT Manager gets a chance of making a video game!

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Posted: 24 November 2012 10:53 AM
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Manic D - 23 November 2012 09:55 PM

Were you aware of the hovercraft driving/moonshine running game called Shine Runner?

http://www.vectorunit.com/shinerunner/

No, I was not. I initially did a few searches via multiple search engines and found an old 8-bit looking game, but not Shine Runner. Search fail? Me fail? Probably me.

To me? As the progenitor of this idea, you’d be in them thar hills, as opposed to the swamp. They seem to like the airboats / hovercraft - I have actually always wanted to drive one of those things. Like really bad. I’m, again, from WV and we had jacked up muscle cars, trucks, and VW beetle powered pipe-buggies. I think their game looks great and I’m going to buy it as soon as I get my iPad back (I got a little drunk at Thanksgiving dinner with some friends and forgot it), but there are some similarities and I would certainly play their game to avoid as much as possible. I do think the only real obvious one to me are the stunts - I wouldn’t do the ‘power ups’ either. I think Shine Runner is akin to a Sonic game and probably a lot more fast paced than what I had in mind - what do you call that type of game? (I don’t know - the Sonic genre?) It’s looks like a linear game where Shine Run would be an open map.

I want to make my game more like an RTS, except you control your only mobile unit. Your shack and still would be the other units, and in the same way most RTS operate, you upgrade the units via some resource: money earned only from deliveries in this case.

Anyway, thanks for pointing it out. Someone else had mentioned it in the comments of another website and sent it to me. The fact that another game exists about running moonshine? How many sword and sorcery games are there? Driving games? I don’t think its a copy or wholly unoriginal idea I have - and hopefully since talked about it, they’ll sell a few more copies and get some free advertisement via this smile

I implore anyone who reads this to check them out - buy their games too!!!

Brent

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Posted: 24 November 2012 11:07 AM
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tentaclewrangler - 24 November 2012 05:30 AM

I voted for this game because I love that you wrote and performed a song for it.

Also I like to back the underdog and think that it’s great to see such a democratic process where even the IT Manager gets a chance of making a video game!

Thank you very much! I appreciate your comment about the song too. I actually wrote it for 60 seconds but we had to trim down to 30. I bought a used banjo and learned to play it too - should I record that and post it?

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Posted: 24 November 2012 11:40 AM
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Hmm, theres alot of car games out there so it migth be hard to get it out withouth having a uniquie idea, and thats probably also one of the reasons it dont get too many votes.
With that said, i migth have some ideas from an earlier game that i played that you migth be able to use.

Back in the age of amiga i played a game called Super Cars II
it wasnt really impressive when it came to graphics and stuff like that.
But the fun part of it was that you coud upgrade cars and get weapons and stuff like that.
Nothing was more funnier than shoot up a rocket in your mates ass if you played multiplayer or drop a mine if you had somone tailing your back.

Maybe you can tie something like that to your idea?

So , Link time :
http://en.wikipedia.org/wiki/Super_Cars_II

Amiga Longplay [168] Super Cars II
http://www.youtube.com/watch?v=iWzlO7HkF3w
Recomended to watch at least 6 minutes of it, the intro is quite long.

[ Edited: 24 November 2012 12:08 PM by Lodium ]
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Posted: 24 November 2012 03:06 PM
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Lodium - 24 November 2012 11:40 AM

Hmm, theres alot of car games out there so it migth be hard to get it out withouth having a uniquie idea, and thats probably also one of the reasons it dont get too many votes.
With that said, i migth have some ideas from an earlier game that i played that you migth be able to use.

Back in the age of amiga i played a game called Super Cars II
it wasnt really impressive when it came to graphics and stuff like that.
But the fun part of it was that you coud upgrade cars and get weapons and stuff like that.
Nothing was more funnier than shoot up a rocket in your mates ass if you played multiplayer or drop a mine if you had somone tailing your back.

Maybe you can tie something like that to your idea?

So , Link time :
http://en.wikipedia.org/wiki/Super_Cars_II

Amiga Longplay [168] Super Cars II
http://www.youtube.com/watch?v=iWzlO7HkF3w
Recomended to watch at least 6 minutes of it, the intro is quite long.

I remember Super Cars II! I did have to click your Wikipedia link to refresh my memory, but I had a friend who had an Amiga and the game. I like the idea of weapons in the game but that’s one of the harder things to determine - there’s a lot of work in designing and integrating. But thanks for the suggestions and I’m taking a look at the video now.

Rockets in the bum? What COULD be more fun? Well, don’t answer that!

Brent

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Posted: 25 November 2012 05:34 PM
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I like the general setting and idea, really sounds like fun! And yeah, beards are awesome!
The problem is that I have a really hard time visualizing the game. Some images or sketches of different scenes would work wonders.
So lets see if I understood it correctly: This is a first/third-person open-world racing game? Like Driver or one of the newer GTA titles?
How exactly would you get missions/runs/quests? Would a mission take place in the world itself or be on a separate track or a confined part of the world? Any idea how the rest of the managing/upgrading/etc. would be integrated in the game?

And a more basic thing: While I think that the pitch video is funny and refreshingly different, it sadly doesn’t do a good job of getting the game idea across. Sorry. And it would be nice to have a really short, concise explanation of the core gameplay idea. There is, for example, a big difference between a top-down and a first-person racing game.

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