Tips on creating a Drag Racing game?

I’ve contemplated the idea of creating a racing game lately, specifically drag racing. The only problem(s), I know VERY LITTLE about cars and I don’t want to copy the same idea as others have; plop two cars on a track and have fun. I want to make the game realistic, yet simple. I know this might be vague, so I apologize. Anyways, what are some tips to creating a drag racing game and what should I focus on to make the game fun, yet realistic(ish). Thanks in advance! :slight_smile:

how about nfs underground style drag race?

What do you know about drag racing?

Have you done it? Do you watch/follow it? If so, what are the bits you enjoy that keep bringing you back to it & how can you gamify those bits? Once you’ve worked out the core bits you can then work on the scenario that it would work best in.

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You want to start with defining your core experience. What is the game actually about?

Some examples

  • The bright lights and inherent risks of illegal street racing - Need for Speed: Underground
  • Hilarious friendly competition - Mario Karts
  • Ultra high speeds and quick reflexes - Pod Racing
  • Collecting and upgrading cool cars - Grand Turismo
  • Managing a racing franchise
  • Managing a racing venue
  • And so on

Once you have a core experience down, consider the core game loop. What is the player actually doing?

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Making an original racing game is hard. Because… nearly everything has been done in some way.
and there are several mobile drag racing games which could be considered more or less good (enough :wink: )

If you know very little about cars this could be the wrong direction for you.
I know very little about card games (really.) so should I consider making one? I couldn’t put any passion into it because, well… there is none from my side, for this specific genre.

On the upside: you - knowing very little about cars BUT u like racing - are the ‘perfect’ casual gamer.:wink: you could be your own target audience. What do YOU think could be fun? do you care about anti-lag, wheel grip, torque curves, turbo vs big block… no? About fun?

then perhaps, you could make a game that doesn’t take itself too serious, not technical in any way… the picture I have in my mind is Crossy Roads visuals, tiny wings physics (racing over hills?) and a simple game mechanic which requires the player to shift up at the right time. Too early slows you down, too late blows up the engine…keep it simple, casual.

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