dropping bananas

Created: Apr 30, 2022Published: Nov 01, 2022Last modified: Apr 05, 2023
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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.

One of the: things i love in games

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


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Who doesn't love a banana that comes back?

Inspired by NaNoWriMo's "magna carta"s, this is a list of things in games that I've liked.

They are here as inspiration, motivation, and as a tribute. I hope to borrow/steal/remix/create with this, to give my own games a bit of the joy these brought me.

These should help step towards the principles I care about in games. What themes are threaded through all these?

See also:

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.

Pretty raw for now.

Game Dev/Design Education

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.