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screamer [2026/04/10 15:24] ultracomfyscreamer [2026/04/10 16:39] (current) ultracomfy
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 Screamer differs very importantly from a game like Blur in one aspect: There are no items, especially not pickups (ie. item boxes). Every driver has their own set of abilities, but these are tied to your driving and only your driving. I think this makes it a much more competitive game in comparison to a game like Mario Kart or Blur, as there is no randomness and tracks don't get cluttered up with hazards. To the most part, this game is about how well you are able to get your car around the track. Still, there is a rather in-depth ability and combat system: Screamer differs very importantly from a game like Blur in one aspect: There are no items, especially not pickups (ie. item boxes). Every driver has their own set of abilities, but these are tied to your driving and only your driving. I think this makes it a much more competitive game in comparison to a game like Mario Kart or Blur, as there is no randomness and tracks don't get cluttered up with hazards. To the most part, this game is about how well you are able to get your car around the track. Still, there is a rather in-depth ability and combat system:
  
-Drivers in Screamer get two types of resources: Sync, and Entropy. Sync is gained, as previously mentioned, from Active Shifts, going fast and slipstreaming. If you have enough Sync, you can spend it to get a powerful turbo shot. It is based on a Quick Time Event, and if you hit the timing perfectly you get a turbo shot that is extra strong. The length and the strength of the turbo shot is custom to each car and some cars might have better base acceleration and top speed stats but make up for it with a generally weaker boost.+Drivers in Screamer get two types of resources: Sync, and Entropy. Sync is gained, as previously mentioned, from Active Shifts, going fast and slipstreaming((The full list of methods for gaining Sync is: SGU [going fast], Active Shift, slipstreaming, executing a successful strike on another car, and some driver abilities.)). If you have enough Sync, you can spend it to get a powerful turbo shot. It is based on a Quick Time Event, and if you hit the timing perfectly you get a turbo shot that is extra strong. The length and the strength of the turbo shot is custom to each car and some cars might have better base acceleration and top speed stats but make up for it with a generally weaker boost.
  
 Using Sync to get boost loses you one unit of Sync but - besides the boost - also gives you a unit of Entropy. Entropy fuels the combat system in the game. Entropy can be used to execute what it calls a "Strike". In practice it's best described as a //dash//, a dash forward that destroys any car you collide with during the dash. This dash and KO system is useful in many ways: The dash really just shoots you forwards, even out of a standstill. It is perfect for getting out of slow corners fast. Additionally, if you get a kill on someone, you get a lot of Sync. That Sync can be used to get turbo boost shots, which in turn refuels your Entropy, which can be used to make more dashes, ie. kill more people. This resource loop (Drive Well → Gain Sync → Boost → Gain Entropy → Enable Aggression → Regain Sync) works really well because it allows skillful players utilizing all elements of the loop to convert good driving into sustained momentum and pressure, ie. rewarding continuous engagement with the system rather than brief, isolated interactions. KO'd drivers have to wait a second and then respawn at racing speed somewhat behind, so they lose time and (for most) a lot of Sync and Entropy, but get right back to racing. Using Sync to get boost loses you one unit of Sync but - besides the boost - also gives you a unit of Entropy. Entropy fuels the combat system in the game. Entropy can be used to execute what it calls a "Strike". In practice it's best described as a //dash//, a dash forward that destroys any car you collide with during the dash. This dash and KO system is useful in many ways: The dash really just shoots you forwards, even out of a standstill. It is perfect for getting out of slow corners fast. Additionally, if you get a kill on someone, you get a lot of Sync. That Sync can be used to get turbo boost shots, which in turn refuels your Entropy, which can be used to make more dashes, ie. kill more people. This resource loop (Drive Well → Gain Sync → Boost → Gain Entropy → Enable Aggression → Regain Sync) works really well because it allows skillful players utilizing all elements of the loop to convert good driving into sustained momentum and pressure, ie. rewarding continuous engagement with the system rather than brief, isolated interactions. KO'd drivers have to wait a second and then respawn at racing speed somewhat behind, so they lose time and (for most) a lot of Sync and Entropy, but get right back to racing.
screamer.1775834681.txt.gz · Last modified: by ultracomfy

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