The creativity of a child is incredible, but so is his devastating power to mark everything in colours! Using every object in his reach, new tracks are being made all around the house.
To win, you have to colours as much as possible the floor on which your race takes place. Don’t think about your parents being mad about their floor, you have a race to win!
For RC Splash I wanted to make the circuits and the UI. I quickly realize that the fun of the game would be to make several paths and make the players use a different one each lap to get the upper hand. This choice made the game even more competitive, during our test, players would always try to drive on another colour and use even the longer path because it meant more coverage. I was also responsible for the UI design with one of my colleagues. At first, the design was meant for an experience where the player would face each other and play on a table with a screen, kind of like a babyfoot. In the end, we reworked the UI so that it would work like a classic racing game where all the players would have the same point of view.
— PROJECT NAME
RC Splash was a game intended for special events where people that aren’t familiar with video games could try out games that are designed for casual players and if possible playable with gimmicky controllers. People would watch from afar and try the game for a couple of minutes. Because of this, the game had to be easy to pick up and simple to master. As an added bonus, you could race other players with a steering wheel controller.
Since RC Splash rely on the percentage of colour you’ve sprayed on the floor to win. We had to give a reason for the players to make a full lap. We solve this problem by increasing the size of the surface that your car cover when painting. Another opportunity arise from this victory condition, we could let the player go every direction that he wants to complete a lap so long as he goes around the circuit. This gave a chance to players that have difficulty staying on a path to still have a chance against the others. Additionally, you could go in the opposite direction in order to sabotage your opponents.
The UI had to be as simple as possible, so we displayed only the essential, your position, your level of cover, your brush size and the power-up collected.
When designing the levels, I took into account the fun of forcing the players to use different paths, either by making a fork or by adding obstacles.