Super World Karts GP - 16-bit mode7 style karts!
Super World Karts GP - 16-bit mode7 style karts!
Classic 16-bit style retro karting for PC / Mac / Linux / iOS / Android / OUYA : : Awesome News! : : Now coming with more FIST!!! -.-
Classic 16-bit style retro karting for PC / Mac / Linux / iOS / Android / OUYA : : Awesome News! : : Now coming with more FIST!!! -.- Read more
About this project
Add-on copy: (for tiers $10 and up)
You can add to your rewards, extra digital copies of the game for $12AUD per copy, just don't change your tier! Just increase the amount of your pledge and we'll send you a survey. Add $12AUD: per extra copy of the game for Win / Mac / Linux / OUYA.
Physical Box Tier Added!:
If you've pledged in a tier above $50, you'll automatically receive this beauty package too!
The Early Access pre-release game Beta, available in the early-bird Champion Backer tier and above), will be released in February!!
the Wii-U platform will be available at the $16 tier and above. When you receive the survey after the funding period, you will be given the choice of either the "OUYA/PC/Mac/Linux" platforms OR "Wii-U".
Bonus Character Reveal #4:
Bonus Character Reveal #3:
Bonus Character Reveal #2:
Bonus Character Reveal #1:
Super World Karts is a retro mode-7 style 16-bit kart racer, it looks and plays like a classic SNES game but also adds some modern game thingies like:
- 16:9 - 1080p HD resolution,
- character unlocks,
- collection goals,
- analogue steering,
- and 3 star rankings for each race.
It will be available for OUYA / Windows / Mac / iOS / Android / Linux. And now with a Wii-U stretch goal!
Inspired chiefly by the original Mario Kart game from the SNES, StreetRacer from the MegaDrive, and Wacky Wheels on the PC. It is something I've longed to do, and to do right. I often try new kart games I see popping up on the app store but they're almost always uninspired advertisements for kids movies (and play terribly).
Some of my major focuses here have been to get the controls feeling right (especially the drifting), achieving consistency in the graphical style, and crafting a believable AI for the cpu karts to provide a fun and challenging race.
The game already plays really awesome, even in this very early stage of development. So far it has been self-funded, but now my savings have completely dried up, I need your help to get it finished. What is left to be added is going to take around another 5 to 6 months full-time development time to complete.
The game has come a long way in a very short time (5 months).
Currently there are:
- 8 characters to choose from, all with their own individual handling stats.
- 10 tracks filling up 2 cups
- Boost pads
- Power-up jars (with 7 working power-ups)
- Gold rings to collect
- Drift-boosts to earn
- Hidden Golden Shrooms to find
- Shortcuts to discover
- Hazards to avoid
- 3 star rankings for each race, and for the cups there are Bronze, Silver & Gold to be won
- 3 speed classes, 50cc, 100cc, 150cc.
Everything, so far, has fallen into place very smoothly.
The 3 star ranking system provides an extra challenge to the races. To get all 3 stars in a race not only must you finish first but you must also collect a set of Gold Rings and Golden Shrooms.
Here are the 8 characters I've got right now (some still needing a little touchup work)
So the character list is already brimming with 8 unique individuals, but I'd like for there to be a further 8 unlockable characters (unlocked by completing cups). 4 of the new unlockable characters will be decided on by whoever pledges in the 'Character Designer' tier.
Choosing this tier lets you decide on an animal type, the characters sex, and you can also name them anything you want! Got a cool nickname that would fit well with your favourite animal? Or do you have a favourite pet you'd like to immortalise? This is for you!
"Joy" is the creation of our first Character Designer tier backer. She's a "Snowshoe" cat, and looks like she'll be a lot of fun!
Bonus Character Reveal #1
A new character added to the growing roster was born from a cross-promotion with Lefthanded Games Studio, and their game Lobodestroyo!
Mutt is instantly available EXCLUSIVELY to each backer who pledges their support to both Super World Karts AND Lobodestroyo. For everyone else they will have to earn his unlock by collecting a wolf's paw full of cups from the tournament mode!
Bonus Character Reveal #2
A second cross-promotion, this time with Midboss Games, has added the character "Turing" from Read Only Memories to instantly unlock, again, by pledging support to both SWK and ROM you will gain EXCLUSIVE access to this fantastic character. Everyone else will have to collect a trophy cabinet shelf worth of cups from tournament mode!
Bonus Character Reveal #3
Dr. Boom is the third new character reveal, he's a first class character, and is available to everyone who collects enough cups in the tournament mode of Super World Karts. He comes from Tuesday Knight Games, who you may know from the game Two Rooms And A Boom!
Bonus Character Reveal #4
If you're a bear this will literally blow you away with a giant FIST in the mouth! I've teamed up with I Fight Bears to bring you Tim Burr from Fist Of Awesome! This awesome character will be an unlock, made available to you in-game, once you've gotten a few tournament cups under your belt!
Here's a selection of the tracks that I have so far completed:
As you'd expect in a retro game like this there are several scrolling parallax layers for the skylines, adding depth to your surroundings.
There will be 30 tracks in the final game (10 of which are already mostly completed). 5 of the new tracks will be decided on by whoever opts for the 'Track Designer' tier. Fancy seeing your one-horse-town featured in a chunky pixel mode-7 racing game? Put your town on the map!
One new track has been created since the start of this kickstarter campaign:
As there are a few layers to the skylines, a track designed to be fun, new trees or plants for the individual locations, rings / shrooms / obstacles / weapon dispenser positions - each new track takes about a week of nose-down full-time work to create!
All of the weapons and power-ups are food based. So far there are:
- 3 Different strength Chillies for varying speed boosts
- Deadly Melons to shoot like cannon balls (or drop behind)
- Orbiting Triple Melons, launchable and also useful as a shield from enemy fire
- Explosive Pineapples, lob-able and drop-able
- Ice-Cream Spill, a slippery pool of ice-cream dropped behind your kart
Weapons which are currently still being worked on:
- Loco-nuts, heatseeking coconuts!
- Jelly Bomb, drop a giant blob of jelly/jello onto the kart in front of you, slowing their speed, transferable on contact with other karts
- Honey Trap, a sticky puddle of honey spilled behind you
- Double Cherry, split yourself into two dimensions, neither here nor there (invincibility)
- and a few more as yet undetermined weapons!
The future of Super World Karts includes 25 more tracks, 8 more characters, more weapons, more details, more Tournaments, Time Trials, Battle Mode, Split-screen Races, Mirror Mode, Achievements, a super secret unlockable cup, and possibly, more supported platforms.
I am 100% dedicated to releasing a great player experience in June 2014 for Windows, Mac, and OUYA. With iOS, Android and Linux versions to be released shortly after that.
Creating a game takes a lot of time and effort, and in turn time and effort don't come for free. Super World Karts has rapidly grown into a fun racing game with eight characters and ten tracks, but in order to thrive and really shine it needs a lot more. There needs to be around 25 more tracks created (including battle mode tracks). It needs to be more than just 10 tracks, as a typical 3 lap race on a SNES sized kart track takes between just 40 and 80 seconds to complete.
Currently creating and tweaking a fun playable track, and it's setting and skyline layers, takes about 5 days. That's 125 more days of development time just to create all of the tracks! After playing tracks for days on end, you begin to see slight tweaks which need to be made, frustrations to remove / corners to adjust / powerup containers and obstacle positions to move, to create a fun cohesive track that is still fun after days of repetitive play.
New characters take about the same amount of time to create (5 days each). This adds another 40 days to the development schedule.
It will also take time to create the extra play modes too. (For example, adding mirror mode is not a simple case of flipping a camera over with a tick-box, sadly. Similarly, adding split-screen in a game full of camera-facing billboards is not just a case of adding another camera).
The release date is set at June 2014 because it is going to take another 6 months of full-time work to finish the game. Without funding I cannot continue working on the project.
Mode-7 racers were my favourite types of games to play back in the early 90's (and the good ones were few and far between) and I have a solid understanding of them. Sadly, since the end of the Gameboy Advance era, they have been extinct.
I've created some mode-7 style racers before, which were really accomplished (for the little amount of experience and time spent making them), back when windows games were still being made in DOS, back at the turn of the century. So long ago it feels like it was in a previous life, but it is a positive to have past experience in this genre.
The idea for Super World Karts began while out walking, daydreaming about what a mode-7 style racer would feel like, particularly drifting around bends, with tilt controls on an iPad. And it felt nice in my mind's eye.
So as soon as I got home I started a new project in Unity3d and within half an hour I had a sprite driving around on a track with some quick and nasty tilting controls. It was a moment of clarity where I knew this game would be great, and I knew I had to make it real.
I also had a search on the app store for mode-7 style games but found very little. Most of the kart games on there have a 3d look. It was a shock to see there was nothing that looked like the game I had in mind. Something I hope to remedy.
:: What happens without funding? ::
If we can hit the funding target, Super World Karts is going to be a great game, but I need your help to make it.
Without the funding I wont be able to work on it full-time, it will likely take 2 years of part-time weekend work, and after that length of time my excitement levels for the project would likely be severely diminished, I'd probably lose interest and not be able to finish it. There would be no Super World Karts, and mode7 would remain extinct! For shame!
At the moment I have the game tested on windows, osx, an iPod5 and an iPad4 (all running at very smooth frame rates). As I'm creating this with Unity3d it will run fantastic on Linux, Android devices, and Ouya too (my OUYA is in the mail).
Right now there isn't a musician on board, although I have recieved a lot of interesting emails from artists who are interested in helping in this regard. My hope is to find someone to work with who can create authentic snes sounding music which will also be representative of the locations of the tracks.
:: Stretch Goals ::
You've asked where they are, and I've listened, and listened, and listened.. And now they're here! Stretch Goals!
:: Pledging ::
I appreciate every pledge, big or small, and anything you can do to share this with others you think would get a kick out of it, will be doubly appreciated! When you pledge, consider sending a link to someone you battled on a kart game back in your SNES days to let them know. With the multiplayer modes you can find out which of you is the best again (obviously it's you, 'cause you're awesome!).
Double Our Fun(ds)! We're participating in OUYA's #FreeTheGames Fund, created by OUYA to support developers making new and creative console games. OUYA will match your pledge dollar-for-dollar up to your goal amount (and a max of $250,000), so help us get there and make a great game for everyone! To be eligible for this match, we commit that this game will be an OUYA exclusive for a period of time. To learn more about OUYA, go to www.OUYA.tv. Note: the OUYA exclusivity period applies only to other console/phone/tablet versions and does not affect the Windows/Linux/Mac release!
I am also a very strong believer in the KickingItForward movement. You can find more great Kickstarter projects at http://kickingitforward.org
If you tweet about Super World Karts save some characters in your tweet for its hashtag:
Then I can retweet you. You'll find me on twitter @1leggedseagull
The “too long, didn’t read, just looked at pictures" version is:
- What? - Karts
- Who? - Me
- How? - You
- When? - June 2014
I've put together these INCREDIBLY RARE high quality items EXCLUSIVE to kickstarter backers who pledge their support as a member of the Super World Karts GP *PIT CREW*!
*Pit Crew* status is achievable by pledging in the Pit Crew tiers or above.
Pit Crew members inhabit a special place in my heart, and their names will appear, not only on the credits roll screen, but also in a very special "Credits Highway" playable credits stage in the final game! (think Super Monkey Ball's credits roll) - Cool cool? Super Cool!
Here's a breakdown of some of the other tiers:
Risks and challenges
Creating anything of worth is a difficult process, and more likely than not, you will find the odd pineapple getting thrown in front of your kart (especially when you can see the finish line in sight!). Avoiding those pineapples requires a mix of skill, experience and a little luck. The more skill and experience you have, the less luck is needed.
It was a big step for me to join kickstarter, to show the world what I have for this so far. Just making the campaign has helped me to open up about this project and I have now begun showing screenshots on my twitter page (@1leggedseagull). The positive feedback has been a real confidence booster.
I've been honing my game developing skills for 15 years (on and off) and I've been creating small projects in Unity for 2 years and feel really comfortable with it. Like putting on your favourite sweater. Now I think it's time I took a bigger step and created something on a larger scale. With your help, I can get this done, and I can prove to myself that I'm not just wasting my life chasing rainbows, and rainbows are cool.
Join me and we'll make it happen.Learn about accountability on Kickstarter
Yes! There will be a Time Trials mode. It will be included in the game from day 1.
Yep! A mode to practice a track (you've already unlocked) against other racers will also be included.
No. The CPU karts will have the same set of restrictions and choices to face that you as the player will. Except they wont be hunting for Golden Shrooms or Rings.
Will there be an all-powerful weapon launched from the back of the pack that can wipe you out on the finish line?
No. There will be no 'Blue Shell' nuclear bomb type weapon in SWK. I really dislike the imbalance and unfairness that type of weapon brings.
Yes! I didn't really need it for performance reasons (although I do get a few extra fps on iPods), but when I added a Draw Distance, and lowered it's value a little so that it was noticeable when trees 'popped' up on the horizon, it really added to the classic retro feel. So much so, I kept it in there, even for top of the range hardware.
I'm not sure about the scanlines overlay effect, usually I dont like it on emulators. Can I switch it off?
You sure can. There is a tickbox in the options screen to turn the "TV" filter on or off.
For people who want it on, but want to alter it to their own tastes, there will also be a slider to control the filter's level of visibility.
When I started the kickstarter project I hadn't done any work towards a multiplayer mode, and the game was a single player experience only. But since getting a massive amount of requests for it, I started to create a battle mode in split-screen. This will be a play mode from day one.
As for online/lan play, I've not as yet had a thorough look into the options, as I've been super busy running the kickstarter and answering a lot of questions, but I did see there are a few plugins for Unity to add such functionality, seemingly with ease, and I WILL be looking into adding them too.
Yes! All tiers including and above $50 will receive the Physical Box package with the game and OST on cds
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