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Time Racer

Time Racer

Created by Connor Helton

In Time Race, you control a Time Racer. While racing, you have to make sure you travel to the correct time periods correctly and quickly. Through racing, you win money to maintain and upgrade your vehicle. This game will teach young children simple concepts such as reading an analog clock (through racing), creating simple fractions (vehicle maintenance), and the exchange of money (vehicle upgrades). You can play the prototype here: https://scratch.mit.edu/projects/586414560/

Gameplay

Three Pillars: The Race, Upgrading the Vehicle, Buying upgrades. 

The Race: A Vehicle will automatically race or move along a map. At various intervals, the racer will need to perform a time jump. At this point an analog clock will appear and the player will have to enter the time. The player will be given 3 chances. A wrong input will harm the vehicle velocity. If the player fails three times, their time machine thing breaks and they lose the race. At the end of a race, a player will be awarded money depending on their performance and race difficulty. Race difficulty will be how complicated the analog clocks readings are and how frequently they appear. 

Upgrading the Vehicle: Using money earned from races, a player can buy vehicle upgrades. These upgrades allow for things such as faster movement and cosmetics. When you attempt to buy something, a few things can happen. If you give to little money, the seller will raise the price. If you give too much, the seller will ask how much change the player wants. If the player wants to much change, the price of the upgrade is increased. If the player wants too little change, the shop will give too little change, the player will be notified they made a mistake, and shop prices will increase. Using the shop correctly will build trust and lower upgrade prices. If you made a mistake and the price is raised, the lowering of prices on correct purchases will be accelerated to a point.

Maintaining the vehicle: The player will be tasked with refueling their vehicle. Except their fuel ingredients are separated. You refuel the vehicle, the player will be provided visual circles they have to convert to fractions for fuel. You will also be tasked with tuning the engine. You will be given fractions, and you have to fill a circle (to turn a screw or knob) to match the fraction. The player will be notified of mistakes and their race performance will be impacted. Doing fractions incorrectly will make their vehicles slower during a race. 

The Race Elaborated

Gameplay Scenarios/Types/Examples

The Shop Elaborated

You can buy new ship components and sell old components. 

Selling: When you sell a part, you will be given money depending on its value. It will be more than is needed. Keep in mind money is handled as bills, not total money. You will need to give the buyer their change. If you give them the right amount of change, your reputation grows. This will increase the sell value of future sales. If you give them the wrong amount of change, you will have to try again and your reputation will decrease. This will decrease the value of future sales.

Buying:  When you buy a new part, you will have to hand over bills and change. Pay too little, they will demand more money and your reputation will drop. This will increase the price of future purchases. Pay the right amount and your reputation will increase. This decreases the price of future purchases. Pay too much, and you will be given a very small boost in reputation for the tip.

Items being sold: 

   Items unlock as your reputation grows. 

The Garage Elaborated

The initial description covered the garage pretty well. There are two games. One where you are given a shaded circular and you need to enter a fraction (refueling), and a game where you are given a fraction and you need to shade a circle/ turn a knob (tuning the engine). The only elaboration is that you can unlock different fuel types as your reputation grows. Each one is simply attached with an efficiency. One might make time gates cheaper fuel wise. One might make time shifts cheaper. One might be more efficient with basic movements. One might make speed boosts cost less fuel. It allows the player to specialize for a particular map. Some fuels may be really good at a particular race mechanic, but have a negative impact on another part of the race. Such as a really, really cheap time gate fuel cost, but time shifts cost more fuel. Tuning the engine simply effects the components performance. Tuning the engine effects the speed. Tuning the turbo effects your speed boosts. Etc. The quality of the part (how much reputation it took to unlock/how expensive it was) effects the difficulty of the fraction minigames. Think 1/4 vs 3/28. 

Reputation

Reputation is a stat you can slowly increase as the game continues. Reputation is earned through racing and good shopping/selling. Reputation unlocks new and improved items in the shop. A race will always grant reputation. Completing a race boosts you reputation gain. Getting Higher ranks in a race also boosts the reputation gained. Bad shopping can reduce your reputation. Its a pretty simple mechanic.

Links

Game Blog: https://docs.google.com/document/d/1rDHAojG5Rnx2Vlgbns0YoJ6Ooz8GNGcv1NcCekCm7SI/edit?usp=sharing 

Game Prototype: https://scratch.mit.edu/projects/586414560


System Requirements

User Interface

These are the various tasks you will need to be able to accomplish through the interface.

Artwork

Sound F/x

I edited the stash cash sound to make my robot voice!
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