async mario kart

Created: Apr 30, 2022Published: Nov 01, 2022Last modified: Apr 25, 2023
Word count: 106Backlinks: 10

A Dino game.

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You know, multiplayer ghosts. As a cohort.

I race first, then you whenever you can, then our third friend.

For tomorrow's track, we rotate.

Going first lets you leave bananas around, but going last means you get green shells to try to knock points off the leaders.

Bananas as shields, green shells as time-stops.

ideas

> items, to use or to save?

you might need it later

> play ferris or rooney

rotating positions daily/weekly? rooneys work for the school/camp ferrises skipping school

> metroidvania a to b races

> race against your own ghost

> watch for dropped bananas

enemies

zones

> grassy

> snowy


Backlinks

An ongoing list of games I'm accumulating requirements and content for.

For now i'm hoping to get many (all) of these done in 2023. I'm not sure how crazy or realistic that is - depends wildly on scope, I suppose.

For now, it's a nice way to compare ideas - for each of these, I want to answer parallel questions. Having multiple buckets can help brainstorm (vs working on just one game).

I'm also interested in strategies for approaching each of these. For example, Beat Em Up City might be built completely on top of Super Elevator Level, as both are beat em ups, but the SEL scope is much smaller. So there's some sorting that could make approaching these easier.

Pretty raw for now.

Game Dev/Design Education

A Godot monorepo full of games, addons, and scripts.

Such a fun moment to create - somehow it lets players be creative. We all get the joke here.

Even better is seeing someone run over it - watching them fall into your trap. Maybe that's the feeling to chase.

Bananas let the player do some last-minute, adhoc level design.

Decomposed from mario kart's features to brainstorm for async mario kart.

Trying to think out these excellent game-feel moments.

Talking this out with greg, it came down to dropping bananas in just the right spot, angling that green shell just right.

It seems about about giving players the opportunity to create a trap - i think we could also focus on the pay off. It'd be fun to watch someone fall into your trap - to see the opponent make choices that you lead them along.

(Is there some linked idea here about letting players create and crud ink stories!?)

Imagine playing async mario kart, with a group of folks. The matches are a week long, you have to do 5 races, and they're all played async and in specific orders. You try to shoot the leaders (if you're going last) - you try to leave bananas and traps (if you're going first).

The overcooked tie in here was a realization that the overcooked battles that duaa and i do are not that different from tetris. So why not fill in some blocks or toss a bunch of buns on the floor whenever you complete an order? We should be throwing bananas across the way at each other.

We should also see the projected score for each side while playing - what is optimal/estimated? is there enough time to make another burger? That'd give some sense of the shape of the conflict - does it build up in an exciting way, or was it decided a long time ago?

Feels a bit like chess in that way - having a computer that just says, no white is 10 centi-pawns up, the rest is simple enough.

I think we have to take async games to this level - if we don't, there's not much for the mind to do with it.

Starting early today (12:01am)

working through clawe.org, pulling in some content, writing some new ideas

garden tending

Adam Conover 's podcast interviewing a bunch of game makers.

Quite inspirational! I love listening to this on my runs.

Would love to capture and integrate the makers, games, genres, etc.