MY PERSONAL FORMULA*
For the "Out Rigged Project"(ORP)
* based on http://forums.xna.com/forums/t/37455.aspx
Sub-Genres
Stretching things, I can tag my Tactical Combat Racing concept as touching on 3-5 additional sub-genres.
Content Rating
There will be no getting around a "T", "T+" or "M" rating, with gambling, smoking, mild lyrics and deadly violence(though little or no blood), and probably some alchohol, drug and sexual references.
Premise/Gameplay
I have devised a variant on anti-gravity, with fairly unique acceleration and steering aspects and an optional, in-depth tactical combat aspect. Roughly half of the game will feature combat, while the first solid quarter of it can be non-combative only, right through to the end of the game if the Player chooses. Not to mention I have cut out the old necessity of having to unlock parts of the "Storyline" Mode as you progress...
With money earned either from high placement in the competative field, or made from a myriad of possible bets, the main point of the game is to be able to afford to keep your vehicle in competition. And in the higher competative divisions, staying alive...
Or players who acquire enough funds may be able to retire and sponsor NPC characters in competition, with an eye on becoming designer and/or owner of several tracks.
Additionally, vids of all or most past events may be available for viewing and/or download, perhaps for a small - 0.05-0.20c(USD) - fee per. Or multiple-event Subscriptions may be offered at a discount.
Storyline
I have a complex backdrop which has a lot to do with some of the options players will have, but no storyline, other than a chain of political, and perhaps social and economic, events which may periodically trigger some changes in the "Storyline" Mode.
I would like to add optional, character or role specific Storyline Missions via the medium of Content Downloads, but such RPG levels will be more of an afterthought, where the original release and its "Storyline" Mode is concerned.
Characters
All Anthropomorpic, different ages, sizes, species, social backgrounds, and of both genders; 48 selectable through the "Storyline" Mode.
All have personal stats and skills which affect how they can or need to interface with their vehicle and determines what services they will have to hire others to provide.
Vehicles
Up to thirty feet in length, ten in width(relative), "anti-grav" variant, aerodynamically sound in general. A single basic design with three additional variants geared toward greater player control and less safety, as well as aspects of equipable offensive and defensive options and tactical enhancements.
Players can own and "hangar" as many vehicles as they can afford and choose to buy, maintain and store.
Physics/Crash Dynamics
I won't pretend to know how these are technically referred to, but I expect you may get the ideas...
Total Mass/Gravity factoring.
Atmosperic resistances.
Aero and Drag dymamics.
Compensative thruster factors.
Explosive force dynamics.
Kinetic impact physics.
Mechanical stressing factors.
Momentum feed fuel factors.
Probably more...
Power-ups/Weapons
A literal "Power-up" aspect for one purpose, of only one type.
Mounted guns of up to 2-4 types; ammunition of several varieties.
Mounted cannons of 1-3 types; ordnance of a few varieties.
Auto and/or custom programmable mines of up to 3-6 or more types.
Auto and/or custom programmable rockets of up to 3-4 or more types.
Auto missles of up to 2-3 types.
"Handicapped" lacers of 1-3 types.
Controls
I have little doubt that each and every inputting factor available on the XBOX controllers will need to be utilized well; control inputting via the keyboard plug-in may even be a necessity or at least desireable.
Steering and accelerating are a simple matter, if actually exocuted in-game with realistic delays.
The offensive and defensive factors have extensive pre-race-programmable auto-responses with an indepth, cyclable, select-to-trigger system.
And various other systems are cyclable to select and exocute.
On reflection, if possible, an onscreen cursor for highlighting and selecting to exocute, would probably be most ideal, what with all the tactical readouts and control panels that could be cycled through on the playscreen, cockpit-style...
Tracks/Courses
Very long and 2-6 vehicles wide, with many different divergences and convergences for significant lengths of their overall layout.
At least 8 tracks for each division over the first season and as many as 18-24 in some divisions for the last. About 30-40 total, overall.
Three types/styles of track, one or two perhaps unique to one or more of the specific competative Divisions.
Some tracks are only available for one or two seasons; some are dropped from, others added to, a division circuit. Most tracks can host events in two or more of the competative divisions, though not all have owners who choose to do so.
Moving at an average of 750+mph, a single lap on a track with a relative 120mi layout will take under 10min. to complete. Considering real-life NASCAR events comprise hundreds of laps and often take several hours, up to an hour to complete up to 10 laps hardly seems unreasonable.
Most of the competitions will be a matter of from 3-7 laps.
Multiplayability
I'm shooting for at least 20 on console, and as close to 180-220 as possible for any SELMO* development.
Co-op play for pairs and/or packs of up to 15-20, with considerably larger Alliances forged SELMO.
(* A variant of MMO I have concepted for the Out Rigged Project.)
"Storyline" Mode
This should feature three or four seasons of competition in whichever Divisions the player wishes to run. The role the player chooses to fill can be either wholely Leading or to any degree as Supportive as desired.
NPC AI
The point of this game is more about the Online competition, but for an XBOX release of any sort, the ingame "Storyline" Mode is going to need extensive NPC AI, from the route, boosting and stalling of the simplest division of competition, right up to the often signature offensive and defensive tactical patterns of the layered AI NPCs of the most complex division.
Additional Modes
I'm not big on extra modes, but I am resigned that some will be necessary to remain on par with other games in this genre. However, I am determined to base them off of the "Storyline" Mode as much as possible.
"Training Grid" is a Mode wherein players become familiar with all the additional control factors associated with their first vehicle in a new Class, probably on a very simple track.
"Practise Grid" is a Mode wherein a player becomes familiar with a new track, or refamiliarizes about it. Personal Lap Times are also recorded in this mode.
"Challenge Grid" is a Mode wherein players try to defeat goal-oriented challenges hosted at each track, from target striking or shooting to fuel conservation over a run. Passing the Challenges risks a fee to try them, but they generally pay several times the fee if you beat them. However, a near miss to defeat a Challenge may remove it from the list, depending on how many times you have tried it.
"Private Grid" is a Mode wherein a player Hosts a private competition on an available* track of choice, either via Online or Sys. Link, under one of three possible competition styles, Solo, Pack or Allied, in one of the available competative Divisions.
(*In any season of competition, at various times, certain tracks may be offline for maintenance or expansion, or are destroyed or sabotaged according to the Storyline.)
"Tournament Grid": a specifically Online Mode wherein players can compete in weekly scheduled events officiated by the games Developer and/or Publisher, in single or multiple Divisions. The featured tracks may be transitioned directly from the "Storyline" Mode, or be unique to the Online competitions, then perhaps offered as Downloadable Content.
Customizable Features
I definitely want custom paintjobs, both for the vehicles and to identify larger munitions.
Tactical/control systems layout.
And at least a basic, "work from" track editor. [I have doubts that tracks in this game can be "create and compete", at least, not on the full scale of the official tracks.]
Custom player Avatars are almost a must. I really can't see the game with characters, and making it without the option for inputting new Avatars for players who desire, either intergrated by the Support as a service or uploaded by the players themselves.
I feel the Custom Soundtracks feature is important too.
Voice Support select.
And it would be nice if a small Online team in the Downloadable Content division could work with customer/players to create custom "lift kits" for the vehicles. And possibly custom spec. weapons, small ammo and larger munitions.
Content Downloads
Additional tracks, to create new seasons of competition.
New and improved weapons and ammo.
New and improved tactical readout systems and control interfaces.
Additional lyrical tracks.
New Hosting locations.
New species and characters.
Perhaps limited edition "lift kits".
Soundtrack
I'm shooting for multiple lyrical tracks, as I find lyrics quite easy to write.
Graphics
Decent. I'm not going to hold onto much hope here, not with everything else I am asking...
Favorite Genre: Racing / Console of Choice: Xbox 360 / Creator-Designer, "ORP" / Current Partners: "Donitz",