1.05 - Space Racing

Idea for March 15, 2007

Theme: Non-realistic Racing (in Space!)

includes topics that expand on the theme

  • Outer space
  • Speed
  • Competition
  • Vehicles
  • Multiple racers
  • Distinct and varied abilities
  • Modding

Genre: Racing/Exploration/Action

game genre with possible significant changes or important points

  • A space racing game that's fluid, fast and large scaled


individual gameplay mechanics and mechanics categorized by system

  • Racing starships in outer space
  • Racing:
    • Meant to be fluid and fast, with no restarts or checkpoints or pit stops during the race
    • Full freedom of movement in space, at player's discretion
  • Despite the freedom, the finishing line is both fixed and tangible
  • Damage and Combat:
    • To follow the 'fluidity' we hope to achieve, the player can never actually be destroyed, no matter how serious the collision or damage
    • Instead, the player's ship's systems go 'offline' and need to be rebooted
    • Depending on the power and complexity of the ship's systems, a small amount of time is needed to reboot the ship
    • Faster and more powerful ships take longer to reboot, while slower ships (with their simpler engines) take less time
    • As such, even in multiplayer games it is not possible to outright destroy another player
    • Players are also not equipped with any weapons that make them especially effective at disabling other player's ships: the weapons are more intended to destroying obstacles in the environment
    • The damage accrued is regenerative, as similar as possible to Sky Gunner's Balance system: a ship is unbalanced by damage until it is thrown off-balance (and goes offline)
  • Navigation:
    • The player is freely able to navigate through the course, even so far as to turn around and not be bothered with a warning about it
    • Different ships might excel by using different paths (for instance, a slower ship with heat shielding could fly closer to suns and storms without taking damage, or a tougher ships could plow through smaller asteroids)


narrative elements concerning plot, characters, world

  • Environment:
    • The player races in all manner of space locations: from asteroid belts to planet orbits to suns to nebulas to plasma storms to space battlefields …
    • … or through the core of an exploding planet! Awesome!
    • There is no fixed race course: the player must figure the best path to take for their ships' strengths and weaknesses
    • The environments also change with time and are destructible, so new paths may open up or be made easier for lagging ships
    • HUGE environments, as big as possible


includes possible target user group traits

  • The lenient damage system encourages less hardcore difficulty in the game, but the game style will appeal to a broader audience than just the Gran Turismo crowd: somewhere in between Mario Kart and Pod Racer

Possible Technology

includes hardware that would best support the game

  • Powerful systems: the PS3 and X360 (maybe just the PS3, actually)


includes GDDG members who contributed to this idea and were present during the discussion

  • Mediator: Cody Church
  • Ken Tang
  • Kyle Sakai
  • Kelvin Tu
  • Mike Malyuk
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