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This Is Not a Bug but a Game Feature-Chapter 185 - 138: Speeding Frenzy_2
Yes, just like that, so crude!
Don’t bother me with all sorts of nonsense, just tell me outright, whose game to copy for the new one.
Does saying so much really help?
Better to keep it simple, take an existing game as a reference for plagiarism, activate the Sharingan, and start pixel-by-pixel copying and imitation...
Of course!
Chen Ba’s skin is relatively thin, he can’t blatantly plagiarize competitors, he hopes to create a different game based on learning from their successful experiences.
"Borrowing, I get it!"
Everyone burst into laughter, instantly understanding Ba’s intention.
"Don’t laugh so lewdly..."
Chen Ba said speechlessly: "I did ask you to borrow from competitors, but I didn’t say to copy directly. We can’t afford lawsuits, we must have our own limits."
There are so many racing games, no need to target just one for fleece.
Steal a bit from here, learn a bit from there, aim for mixing and matching, gathering strengths from various sources!
"It might end up being a Frankenstein’s monster, a pile of sh*t..."
Chen Ba laughed and said: "Hopefully not, we still have to create something with our own characteristics, different from other racing games."
What would be this unique feature?
He thought of something, and that’s to make a fuss over "car" models. Instead of confining to sports cars or rally cars, maybe venture down a different path, like creating a "vintage car" racing game?
"Scrap King Championship, right?"
Lu couldn’t help but said: "A bunch of antique scrap cars scavenged from junkyards, making creaky noises, charging to the finish line at 30 km/h..."
"What’s wrong with that?"
"Who said racing games must use luxurious cars or professional race cars?" Chen Ba retorted.
Racing games have evolved to the point where many car models are too far removed for players.
For any racing game enthusiast, their garage is full of various luxurious cars and sports cars, like Porsche, Lamborghini, Ferrari... so mouth-watering.
Luxurious cars, sports cars, even professional race cars, have all been almost fully explored by other games.
Chen Ba doesn’t want to focus on cars that are too distant for regular players, cars that one might never drive even after working hard for a lifetime. He wishes to create something more casual, down-to-earth, not so expensive, models you see everywhere on the street.
"Alternative?"
Zhong Shengwei twirled his ballpoint pen thoughtfully: "Mainly household cars, grocery getters?"
"Exactly!"
Chen Ba nodded: "Not just household and grocery cars, but also those leisure scooters for the elderly, three-wheelers, electric bikes can be included."
Aiming for down-to-earth!
Not only the car models but the track maps must also be down-to-earth. Traffic lights, rush hour, random lane cutting and changing, roadworks... could be seen as obstacle courses.
The gameplay is actually similar to other games, a bunch of cars departing from the start, passing through checkpoints, completing sections, and finally ranking and scoring based on performance.
But the game has built-in traffic rules.
For example, if you encounter a red light, you have to stop and wait for it to turn green, or you’ll get a time penalty. If pedestrians or electric bikes dash around, evasion is necessary, or you’ll similarly be penalized.
"Will there be speed limits?"
As the only one in the studio who hasn’t gotten a driver’s license, Zhang Xiaojun proposed an odd idea: "If there’s a speed limit in a racing game, that’s too abstract..."
"No speed limits!"
Chen Ba knew what she was thinking, rolled his eyes and said: "How could there be speed limits? The game is about overcoming a series of obstacles in the shortest time and quickly reaching the finish line."
The shorter the time used, the better the record!
Such games can’t have speed limits, because limits would greatly reduce the game’s upper potential and playability, draining the drive to break new records.
Thus there are other rules, but no speed limits, the game encourages speed, even the faster the better...
As for how to drive at such high speeds, maneuvering through city streets, that’s where players’ skills are put to test.
"Will there be traffic jams in rush hour?"
"Yes!"
Chen Ba explained: "Traffic jams will occur, but in this game, there will be enough room for players to cut and bypass."
In short, if you’re skilled and confident in bypassing and overtaking, rush hours are no challenge, pass easily.
If you’re less skilled, then just wait patiently and queue up for passage! Don’t think of reckless maneuvers, or face penalties that aren’t worth the loss...
"What about car models?"
"Buy license from car manufacturers!"
Chen Ba has already steeled himself for a payout. Luckily, he’s targeting regular household cars and grocery getters, so licensing should be cheaper than for luxury and sports cars.
Besides the basic car models’ appearance, if possible, get the specific parameters and component details from manufacturers.
This could be quite useful!
Most racing games support "vehicle modifications."
There are modifications that don’t affect performance, only the car’s appearance and paint, and there are parts modifications that impact performance.
The latter is more important.
Chen Ba understands customizing cars is also important to players, so he plans to offer a wide range of modification options.
But the performance ceiling must be capped.
Modification freedom is high, but you can’t upgrade an elderly leisure car to be faster than a rocket, that’s too absurd.
"By the way!"
"Besides buying at the 4S dealership, you can hit up second-hand car markets and scrap yards for cheap picks."
Chen Ba couldn’t help but laugh: "This should satisfy some players’ desire to manually refurbish, turning a near-scrap car into a top-notch racing vehicle, accompanying them in races..."
Didn’t Lu look down on vintage cars?
With serious modifications, vintage cars can be fun, but it might be time-consuming.
That’s basically the framework.
As a racing game, the core is still "speeding." Just do the cars and tracks right, and there shouldn’t be major issues.
Regarding tracks...
Aside from standard city roads, Chen Ba plans to include several common tracks, like beaches, grasslands, snowy roads, and steep mountain paths.
These are common track types in racing games, used to enrich the game’s content.
"And also a weather system!"
Chen Ba seemed to have thought of something, and finally added: "Thunderstorms, rain, wind, snow, fog, heat... various weather changes, I hope can be showcased in the game."
Weather is pseudo-random.
Pseudo-random means, before a race starts, players receive a weather forecast allowing them to make adjustments like choosing models or changing tires accordingly.
"This is easy!"
A fully random weather system might be hard to develop, but a pseudo-random system is not much of a challenge for Yang Dong and the others.
After all, in previous games, they’ve tried something similar.
Like in the game "Divine Grace Continent", as game time progresses, different weather appears in-game.
Compared to that...
Everyone is more concerned about how to resolve the game’s controls?
Racing games focus on hands-on controls, if controls are lacking, poor driving experience means other perks won’t matter.
"Ba, what’s the game called?"
"Name, huh..."
Upon hearing, Chen Ba furrowed brows, pondering briefly before saying: "Speeding Frenzy!"
These games’ names follow this style, either fast, or rapid, either frenzy, or wild, either drive, or race, focus on naming freely.
As long as it’s on topic.
If sequels follow, it’ll be "Speeding Frenzy 2", simply adding sequence numbers to the original name.
Why not add a number to the first game?
It’s industry practice!
Normally, a series’ first game won’t have a "1" added, only sequels start adding numbers 23456...







