This project's funding goal was not reached on February 13, 2014.
This project's funding goal was not reached on February 13, 2014.
Hot Rod Hustle is an MMO racing game that could be described as the anime film Akira meets Street Rod & Motor City Online.
What is Hot Rod Hustle?
Part simulation racer / part RPG. HRH uniquely combines an edgy comic book style 2D experience with a cutting edge 3D racing experience. Hot Rod Hustle is an MMO racing game where it's all about building your vehicle bolt by bolt, earning cash and proving yourself on the streets. This game will be cross-platform connecting Mac, PC, Android, Linux and iOS into one massive community. HRH gracefully combines both 2D and 3D game play to create a vast and endless world. HRH will have an extensive single-player aspect that will complement the multiplayer experience. You have the ability to earn money drag racing or take on a road race for a bigger reward. Race for money or race for pink slips! It's all about earning cash and bragging rights!
Life used to be normal, but that all changed with the suspicious death of your big brother. He was one of the best street racers in town, making more enemies with each win. With no real evidence of foul play, there was no suspect in his death. After losing Dad last year, it's time for you to help Mom out. Your new job at the diner barely pays for gas. Every night you see the racers lining up outside the diner. With a fresh new license in hand, it's time to prove yourself, make money, and avenge your brother. Slowly you will work your way up the ranks, racing gangs and their leaders as you earn your spot at the top, and find out who is responsible for your brother's death! At any point in your journey you can challenge your friends to a race for fun, a wager of your choosing, or the pink slip to their car. Build up your rides and eventually you will be able to become the new king of the streets!
This game originally started as a mobile only title drawing lightly from the game Street Rod for inspiration. As we started to work though it took on a life of its own. Before we knew it we had a massive story, world and concepts that could only be done justice by coming to the community. We have thought about approaching a publisher or an outside investor, but we don't want them to jeopardize our specific vision for the project. So...long story short here we are!
Tyler is from Southern CA and ever since playing his very first computer game Street Rod he has been in love with them. After running a successful web development company for 7 years he decided 2 years ago to switch gears to Unity 3D game development. Since then he and Matt have released the iOS/Android hit Mini Golf Stars 3D. He is stoked to finally be in a position to make his passion project Hot Rod Hustle come to life.
Simon Wittber is from Perth, Western Australia. He's released a bunch of interesting open source libraries, and runs regular gamejam events with the local developer community. He is the inventor of the famous UniWeb extension for Unity 3D.
Matt learned to design games at the age of 1001 (thats 9 in binary for the non-nerds). He took his love of game design and strategy and became a highly respected professional poker player in college. After cashing out of the gambling world and starting real life, he realized that being a corporate lawyer would suck the life right out of him. So he put his "Plan A" aside and started taking video game design seriously. Nearly 5 years later, his Plan Z has come full circle with success in the mobile world. Matt's strategic mind is second to none and his abilities will bring a richness to the world of Hot Rod Hustle. When asked what the biggest challenge of creating HRH is, he replied "Working with Tyler on a daily basis, that asshole stole my girlfriend in the 7th grade and still hasn't apologized. I could walk out at any moment."
Emir Merzeci is a composer who has written and produced scores to many industry professionals.
After receiving his Bachelor's degree in Film Scoring, Emir moved to Los Angeles to continue his career as a composer. He had the opportunity to work for composer and orchestrator William Ross on projects like Andrea Bocelli's "My Christmas", "Live In Central Park" and the "83rd Annual Academy Awards" as a music programmer. He also wrote additional music for the movies "Touchback" and "A Very Harold & Kumar Christmas".
When will it be done?
That’s up to the success of this Kickstarter. Currently we are shooting to have the game finished after a successful funding in August 2014.
Currently HRH is planned for Windows, Linux, Mac OSX, iOS and Android - Steam and DRM-free. PS4, Vita, Wii U, and are OUYA possibilities, but it will depend on if the stretch goals are met.
Don’t worry, player will have universal access to their profiles. So no matter when and where you want to hit the streets of Hot Rod Hustle, players will have their garage at their finger tips.
We will provide a DRM-Free version as well as Steam versions assuming it is Greenlit.
Will there be multiplayer?
Yes! The level of complexity is up to our supporter but multiplayer is a go. Multiplayer racing for cash and pinks slips is part of the game. Our end goal is to turn Hot Rod Hustle into a MMO Racing Game where players can form gangs with their friends, race world wide to build the gang’s street cred, and take revenge if a fellow member loses their ride.
Is this vaporware?
No. We are over one year into the project and we didn’t want to go to Kickstarter until we knew the game could be built.
While the game will be produced regardless a major portion of the features relating to more of the Motor City Online feature set are up to the Kickstarter community. The level of complexity and detail of car modification, the number of courses and most importantly, the persistent online world of Hot Rod Hustle all depend on reaching their respective tiers.
Hot Rod Hustle will not be a great idea, turned vaporware.
This game went into production about 6 months ago, but it has been in the planning phase for about a year. We have carefully selected the Unity game engine for it's strengths and have focused most of our time in identifying and solving potential weaknesses as they apply to our game. In short, we have taken the time to design around potential challenges.
Developing such a large game breeds risk and experienced developers know delays are inevitable. In my opinion, it is the anticipation and quick management of those delays that makes the difference between an on time delivery or a disaster. I can tell you that I believe our team at Game Masons is more than capable of anticipating problems intelligently and delivering this game on time. As the project manager on HRH, I am confident I can be effective in identifying and dealing with any issues before they can cause any significant damage to our project or deadlines. However, if something unexpected should arise it will be dealt with and contained swiftly. Releasing this product fully realized and on time is THE top priority at Game Masons.
Have a question? If the info above doesn't help, you can ask the project creator directly.
- (30 days)