• Member Since 17th Apr, 2012
  • offline last seen 17 hours ago

AppleTank


Male. Los Angeles, California. Hmm. I have a WPM of 65. Meh. Occasionally arts. Lord of Dorkness's #1 fan. User #26976. inb4 Crossover

More Blog Posts173

  • 30 weeks
    Random Idea #84: Aeroformula

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    0 comments · 119 views
  • 55 weeks
    Random Idea #83: Sword vs Gun fights (in visual media)

    I had some shower thoughts after watching some various fight shows, specifically about choreography. So, I assume we’re all broadly familiar with sword fights.

    Note that “gun” and “sword” here are simply shorthand for any ranged, projectile weapon and any melee weapon, punches and kicks included.

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    0 comments · 123 views
  • 62 weeks
    Idea #82: A random review of Cyberformula: Road to the Infinity 1 to 4

    The audience for this game outside of Japan is probably in the low hundreds, but after binging the games for the past two weeks, I needed some way to organize my thoughts.

    First of all, what is Cyberformula?

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    0 comments · 103 views
  • 75 weeks
    Idea #75: Worldbuiling Bonus 1

    Bonus content to Idea #75: Worldbuilding

    Sonic Franchise
    Seriously, how the hell did I forget about the franchise memetically associated with hundreds of fan OCs?
    1) Setting: Mobius and other various locales seem to imply a fairly Earth like world [1]
    2) Inhabitants: waves hand in the vague direction of sonic OCs [1]

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    0 comments · 207 views
  • 107 weeks
    Random Idea #81: Complaining about Scale in third person POV games

    In most games at human-scale, and even car scale to a certain extent, the 3rd POV doesn’t greatly change how large things appear to be. Your avatar is still going to look small when standing next to a large truck. The game “It Takes Two” is a great example of this, since the characters are shrunk to the size of dolls and tossed into the insides of machines and snowglobes. A gear the size of a

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    0 comments · 185 views
Sep
25th
2023

Random Idea #84: Aeroformula · 4:53am Sep 25th, 2023


Aeroformula

So what is this?

In the past few months or so, especially after the release of GT7, there's been a uptick in the discussion about the stagnation of the racing game genre. The wide variety of art direction, game mechanics, and settings of the 90's and early 00's seem to have largely consolidated into Sim-racing, sim-racing, sim-racing, and Need for Speed, often with some annoying netcode bug, bland gameplay loop, and/or horrifically pricey microtransactions. At the end of Raycevick's video about arcade racers, he asks his audience to try to imagine something a little more fantastical, not just another 1000 more polygons on a GTR.

This is my fantasy.

Instead of cars, you "drive" jet aircraft of varying types, with massive aero surfaces and the control that it implies. Controls would be a blend of grounded steering and aircraft maneuvering, though with these craft now technically being turboshaft powered, there's a lot less thrust available for sustained flight, somewhat like MK8's paraglider. Another unique mechanic is the afterburner, limited on a heat meter. Activating afterburner will actually generate thrust independent of what the wheels are doing, which is how I justify you being able to point your nose into the apex and turn using massive amounts of thrust borne centripetal force.

Also you can carry missiles.

Premise: Ace Combat except the jets have giant racing tires and are using their wings for downforce instead of lift, and have their engines converted from turbofans to turboshafts.

Grounded mechanics: Standard driving controls + Aero controls (Downforce, Neutral, Cornering). Cornering mode allows for faster rotation but less total downforce. Throttle has turbo-lag.
Afterburner operates off the heat meter. Crucially, extreme angle drifting + afterburner + Neutral Aero increases cornering speed, but worsens corner exit.
Airborne mechanics: Holding a button switches wings into lift mode, allowing the player to take shortcuts. However, you are constantly losing speed, and lose altitude once you fall below the vehicle’s stall speed. Only Afterburner can help maintain speed. Controls shift into Aero mode, with Pitch, Roll and Yaw.

Low-aspect wings have higher stall speeds, High-aspect wings have lower stall speeds.

Fighter type aircraft are generally faster, but least capable of taking shortcuts. Surveillance aircraft have lower top speeds, but can turn better and fly longer with their lower drag.

“Campaign”: Primarily timed point to point races with enemy vehicles. Vehicles have weapons that can be reloaded on various spots on the track, based on pre-set loadouts (Guns: explanatory. Missiles: Forward facing tracking weapons, but restrictive magazine size. Mines: Reverse-facing dropped bouncing explosives, can be shot. Torpedo: Propelled rear-facing seeker missile, but slow. Flares: missile scrambler)
Players race to catch up and destroy a super bomber, enemy vehicles, or stationary targets.

Practice/Multiplayer:
“Red Flag”: Racing with simulated weapons that only disable, on closed circuit tracks. Many NPCs

“Black Flag”: Demolition Derby with back flipping cars and IR-missiles

“Green Flag”: Racing with locked weapons, all powerup locations grant increased Afterburner.

“Blue Flag”: Afterburners permanently on, regain temperature from destroying targets. Event ends upon last player standing without overheat.

Example aircraft
Eagle-15: Fighter type. High speed, acceleration, decent turn radius, high stall, low AB time. Smaller missile rack, low health

Ghost-117: Small Bomber type. Medium Speed, medium accel, avg turning, medium stall, medium AB time, large missile rack, high health

Recon-2 (U2): Recon type. Low speed, low accel, sluggish turning, super low stall, high AB time, high AB time, medium missile rack, low health

Super-72 (SR72): fast recon type. Super High speed, medium accel, sluggish turning, high stall, high AB time, small missile rack, medium health

Striker-10: attack type. Medium speed, High accel, avg turning, high stall, medium AB, medium missile rack, high health

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