Racing game.

SandruArmy

Newbie
Game Developer
May 12, 2021
45
75
Hi everyone,
I come here because I'm at a dead stop right now with my game, and I really need ideas haha,

So I'm developing the second version of my game 'Riga Baby' witch I'm rewriting everything, and since its a racing game, I'm lost on how to make the actual racing, I'm using a lot of different games to make everything work, since my plans are to visit all the important cities in the world with its pornstars from every country, with different cars and stuff I don't want to make the racing super hard, but also I don't want to make it automatically won, but to have some type of difficulty.

Any ideas on how to make it fun but not too hard? I am juggling some ideas, but need some more insight.

And please don't download the game that is already out since, everything is new on this one, including the girls and gameplay.

And the most important thing is, its an HTML game :)

Thanks in advance!
SandruArmy
 
Last edited:

Deleted member 229118

Active Member
Oct 3, 2017
799
976
1: program the ai to always stay near the player.
So they never get to far ahead or behind.
A bit cheaty but as long the player can gain on the ai without it being too obvious the ai can not move to far ahead of him i think it will be fine.

2: Add an auto win after losing 3 times.

3: add short cuts the ai wont use.

4: Sabatage the enemy team by having your whore tired out there driver before a match.
 

SandruArmy

Newbie
Game Developer
May 12, 2021
45
75
1: program the ai to always stay near the player.
So they never get to far ahead or behind.
A bit cheaty but as long the player can gain on the ai without it being too obvious the ai can not move to far ahead of him i think it will be fine.

2: Add an auto win after losing 3 times.

3: add short cuts the ai wont use.

4: Sabatage the enemy team by having your whore tired out there driver before a match.
Right, I forgot to mention the most important thing hahaha, its an HTML game :p
 

Deleted member 229118

Active Member
Oct 3, 2017
799
976
Right, I forgot to mention the most important thing hahaha, its an HTML game :p
Hm.

Meaby stats?

Like your driving skill = 8.
Your car's tires = 5.
You see a shortcut that require you to have drive =7, Tires = 5.
You successfully gained an advantage over your fellow race's.

Then have a limited amount of time to farm stats between race's.
Like: This girl seems into you but you have a race tommorow.
Are you going to:

A: Sleep with her(sex skill +1)
B: Pratice your driving skill(Driving +1)

Then have multiple ways to win a race.
Some very sexy others very dirty or skillfull.
For example:
You could sleep with the girlfriend of a rival then send him picture's.
Making him to angry to drive properly(rival skill reduced by -5)
Or have him hook up with one of your groupies and make sure he is to tired for the race.

Basicly use states to let the player build there strenght and weakness then exploit said strenghts to win.
 
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SandruArmy

Newbie
Game Developer
May 12, 2021
45
75
Hm.

Meaby stats?

Like your driving skill = 8.
Your car's tires = 5.
You see a shortcut that require you to have drive =7, Tires = 5.
You successfully gained an advantage over your fellow race's.

Then have a limited amount of time to farm stats between race's.
Like: This girl seems into you but you have a race tommorow.
Are you going to:

A: Sleep with her(sex skill +1)
B: Pratice your driving skill(Driving +1)

Then have multiple ways to win a race.
Some very sexy others very dirty or skillfull.
For example:
You could sleep with the girlfriend of a rival then send him picture's.
Making him to angry to drive properly(rival skill reduced by -5)
Or have him hook up with one of your groupies and make sure he is to tired for the race.

Basicly use states to let the player build there strenght and weakness then exploit said strenghts to win.

Right so for stats, I have PP = PowerPoints, witch goes for each upgrade, I have really only 4stage upgrades, and you need that to get to race the bosses, the bosses are all girls haha witch you f*ck after winning, I was juggling the idea to get Driving skill on, but right now there is no sense, since I after a couple updates to finish the content for Latvia I want to start in Japan, where there will be a drifting skill.
But what I need help is how to make the racing,
Like one thing that took me a while to make, witch is a bit of a spoiler, The "packages delivery" Is in the way where you get certain events and you have to choose what to do, making you loose money or fuck the police woman with videos accordingly of the car you bought.

My issue is the racing, I cant do something like brake or turn left or something like that, bc I cant find the sense on that, and it needs some type of gameplay.

I have everything ready to launch but its just this shit, its no fun to just win like that haha
 

Deleted member 229118

Active Member
Oct 3, 2017
799
976
My issue is the racing, I cant do something like brake or turn left or something like that, bc I cant find the sense on that, and it needs some type of gameplay.
Yeah that is the problem with html.

Only thing i can think of is turned based racing.
Have you character race and meet obsticals.
You your power or skills or whatever to do stuns that get you ahead.

For example: You and 4 others are racing towards the finesh.
Every racer has 4 power points.
The other racers try to all beat each other too so they all using there power points to race past each other.
The player would have to use his power points to ensure victory by waiting for the right moment.
Add to this auto win checkpoint by car upgrade.

Senario:
You drive driving when a rival cuts you off:

You:
A: Get into an acident.
B: Use a power point to avoid the hit.
C: Had your breaks improved before the race(aka making the rival waste a power point without you wasting yours)

Pretty much making the race a system of resource management.
 

Hagatagar

Well-Known Member
Oct 11, 2019
1,142
3,275
So you want some sort of Minigame that isn't tedious and too easy?

Can it be a little bit more complicatet? Then how about this:

The race is turn-based and both the player and the NPCs must reach a certain number of points to win a race (the race progress, so to speak).
At the beginning of each round, the player is presented with a choice of 3 maneuver options, each belonging to a different category (Aggressive, Defensive and Trickery) and each of these choices are randomly selected from a pool of maneuvers of it's category.
These maneuvers either award the player with race points or take points from the opponent, or they give the player or opponent a buff/debuff for a few rounds.

Here some example maneuvers from each category just to get the gist of it.
Aggressive:
Full throttle, +5 race points but double points loss from enemy maneuvers.
Bumb, +2 race points, -2 for the enemy.
Defensive:
Keep it cool, +1 race points, immun to point loss for this round
Stalemate, no race points are gained or lost by you or the opponent
Trickery:
Slipstream, only usable if not first in race, gains the same amount of race points as the enemy +1

Which maneuvers are randomly selected and their probability could depend on the player's driving skill, car updates, the race track and the opponent.

Edit: Ah, Malaficus was quicker with his idea. :D
 

SandruArmy

Newbie
Game Developer
May 12, 2021
45
75
Yeah that is the problem with html.

Only thing i can think of is turned based racing.
Have you character race and meet obsticals.
You your power or skills or whatever to do stuns that get you ahead.

For example: You and 4 others are racing towards the finesh.
Every racer has 4 power points.
The other racers try to all beat each other too so they all using there power points to race past each other.
The player would have to use his power points to ensure victory by waiting for the right moment.
Add to this auto win checkpoint by car upgrade.

Senario:
You drive driving when a rival cuts you off:

You:
A: Get into an acident.
B: Use a power point to avoid the hit.
C: Had your breaks improved before the race(aka making the rival waste a power point without you wasting yours)

Pretty much making the race a system of resource management.
So you want some sort of Minigame that isn't tedious and too easy?

Can it be a little bit more complicatet? Then how about this:

The race is turn-based and both the player and the NPCs must reach a certain number of points to win a race (the race progress, so to speak).
At the beginning of each round, the player is presented with a choice of 3 maneuver options, each belonging to a different category (Aggressive, Defensive and Trickery) and each of these choices are randomly selected from a pool of maneuvers of it's category.
These maneuvers either award the player with race points or take points from the opponent, or they give the player or opponent a buff/debuff for a few rounds.

Here some example maneuvers from each category just to get the gist of it.
Aggressive:
Full throttle, +5 race points but double points loss from enemy maneuvers.
Bumb, +2 race points, -2 for the enemy.
Defensive:
Keep it cool, +1 race points, immun to point loss for this round
Stalemate, no race points are gained or lost by you or the opponent
Trickery:
Slipstream, only usable if not first in race, gains the same amount of race points as the enemy +1

Which maneuvers are randomly selected and their probability could depend on the player's driving skill, car updates, the race track and the opponent.

Edit: Ah, Malaficus was quicker with his idea. :D
Damm okok , this gave me a few ideas I have to try!! Thaankyou Soo so much!