Introduction Update: 02/03/2020

Hey! We are Team 12. Our team is composed of

  • Jacob Belga
  • Daniel Biller
  • Matt Bautista
  • Victor Quan

Our game is called “Grocery Run: Shopping Kart.” Grocery Run is a game a kin to Mario Kart and Forza Horizon Series.

Forza Horizon
Mario Kart

Remember when you were a child, and you used to ride the shopping carts through the grocery store, and ever wondered, “What if we can race these bad boys around the shop?” Then your wish is our command.

This game focuses of the racing game rather than the party game aspect of Mario Kart. We want to capture the vibrancy and the throwing ability from Mario Kart and the strategic part of Forza.

But why?

Our team are composed of beginner programmers and we are hoping to learn more how the game industry works and how the game development process is done.

During our meetings, we have discussed about what games we should have. We have settled down on something from Nintendo. Jake loves cars and we all love Mario Kart, we have decided we need to create something similar, but with a twist. Also for the lolz

So how will it work then?

Drivers will pilot their shopping carts around the stage and whoever gets the first place wins! Simple as that.

Food Mechanic

That seems to easy. We wanted to create a way to sabotage the enemies by creating distractions via throwing food at them. If the opponent manages to catch the food that was thrown, it will decrease the speed of them and makes them “heavier.” The food items all have different values for food. For example:

  • Chicken – 5
  • Apple – 1
  • Milk – 3

The limit of food “weight” is 10. That will overall reduce the speed of the car that they can only accelerate up to 65 mph. If you want to get rid of groceries from your cart, you would need to checkout.

Check Out Mechanic

Whenever you are encumbered with the grocery, you are able to get rid of these groceries via checking out. How do you do this? By passing the lap. Easy! But you would need to have money to checkout first, just like in real life. There’s gonna be a set price to get rid of the weight that you are carrying, and it will make your cart so much faster than before.

Items

We want to implement two different types of items

  • Food Type Items
  • Currency Based Items

Food Type Items

Food Type Items will have two different types. A positive effect food and negative effect food. Positive effect food will speed you up and it will help you win. Negative effect food will slow you down.

An example of positive effect food is sugar, rice and carb food. It will speed you up. It will give you a Sugar Rush.

An example of negative effect food is shown above in the Food Mechanic section.

Currency Based Items

Money based items will help you checkout and reduce weight when you are encumbered. There’s money and there’s coupons.

Money will allow you to checkout. You can save these up and it will allow you to become faster when you are encumbered.

Coupon will allow you to remove items early on before the lap or checkout. It will also allow you to make checking out cheaper, if cart is empty.

Level Design

We have decided that we should have multiple ways to go around the stage to finish the race. When you go to around to get money, sugar for Sugar Rush etc; You are able to speed up but it will take you on a longer path and have more than normal obstacles than usual. There are short routes that will be easier and it will have less items, and some obstacles.

Obstacles

The obstacles will be placed around the stages in a seeming random way. It will be predictable on where it will be and easy enough to avoid. It might slow you down but it will not be hard to notice it.

Work Breakdown

Jacob: – User/player controls – Shooting Mechanics

Matt: – AI driving mechanics – Driving Style

Daniel: – AI shooting style – Randomized Items/Coupons

Victor: – Level Design – Obstacle Incorporation

Top Level Schedule

DatesRelevance of the Date
 January-29-2020Initial Project Presentation – We did it boi. Get Perforce Server and Development Environment for Each Member Setup
February 1Initialize Stage Development, Computer (Enemy) AI Development, Player Control Development, Item Effects and Pickup
February 8Continue Development Goals. Also add music and sound effects. Initialize Drifting Mechanic. Create a Dummy to Target
February 15Continue Development Goals. Also add music and sound effects. Initialize Drifting Mechanic. Create a Dummy to Target
February 17Polish for the First Playable Demo
February 29Initialize Development of more stages, Incorporate Computer Enemy and Player Together
March 7Initialize of Player Item Throw Ability Development
March 14Initial Player Model and Computer Enemy Model must be complete
March 21Initialize AI Attacking Players, Add Fake People in to the Stages
March 21Polish up stage/s. Initialize Stage AI Randomization
March 28Polish and Bug Finding. Create Survey
March 30Testing Day. (Lowkey pizza day 🍕) 
April 4Analyzed and Identify all feedback
April 11Bug Testing and Respond to all feedback with changes. Initialize Third Stage Development
April 18Finish up everything and more bug testing.
April 25Study for Finals. Add Easter Eggs for funsies.
April 27Game Day!! Hopefully Something will be here 

Conclusion

Hope that you are looking forward to this game. Look forward for more weekly updates.

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