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Cookie Kart Kingdom

  • zm02stor
  • May 7, 2023
  • 3 min read

Cookie Kart Kingdom is a sweet-themed 3D kart racing gamewith local multiplayer and gamepad support. The game can be played alone, or locally with a friend. The aim of the game is to race against other players or the enemy AI to finish the race first.


Concept Art:

[Left to Right: Items, Gingerbread Woods, Snowcone Mountain route, SnowCone Mountain]




[Level Design - produced by teammate]


[Level Design - different angles]


Menu Interface:


[Left to Right: Main menu with 2 players , singleplayer character selection, loading screen]


MECHANICS AND GAMEPLAY

On the main menu, once a controller is connected the player can view their character by tilting the controller (gyro mechanics) and select their character.

The main menu has the option for single player mode or multiplayer mode. The player is able to select their character in single player mode (the player can choose between a few different characters). In multiplayer mode, both players must join the game by pressing the square button. Once the player chooses between single-player and multiplayer the loading screen appears and leads the player to the game. When racing, the player can use emotes (sounds only) to taunt their opponent.




Cookie Kart Kingdom contains competitive gameplay. Players must try their best to be faster than their friends or the AI. To do so the player can make use of items or drift to give themselves a speed boost. Hopping at the right time to leap over a bump can also make you get ahead of your opponents as opposed to driving over them.


Controls:



This game was produced together in a team, where my main role was the drift mechanics, AI agent, customisation, and modelling the characters and level assets. My team mates did the level design, sound effects, UI elements, split screen, gyro and menu. We also worked together on the kart racing mechanics.


I am most proud of implementing the drift mechanic like in Mario Kart, when the player starts drifting a timer starts up until they release the button. The time held onto the button directly correlates to the speed boost they gain upon release. The colour of the drift changes depending on the time held on for.




Character Selection: Players are able to select their character on the customisation scene. Uses a simple set and get player preferences based on what was selected.



[Drift Particles]


Character Models:

[Mr Chef]




[Mr Cookie]



[Macaroon]



[Bourbabe]



[Mallow Knight]


Character Designs:

Some characters did not make it into the final roster (like sweet thief and mallow king), the chef went through some redesigns. Orignally he was supposed to have a hat with an O (for Oreo chef) as a parody for Mario but was later changed to look more like a chef with a hat. Bourbabe was designed by a teammate.



Teamwork:

The mechanics and game design were planned ahead of time – discussions of items and their functionality. While we each had different things to implement, we also worked together on a majority of the game components such as the kart controller, sounds, mechanics, switching to the new Input system and testing out the multiplayer function.


Most of the planned mechanics were implemented into Cookie Kart Kingdom such as the drift mechanics and character selection. We had originally planned to have more items in the game. Possible future extensions could include extended multiplayer, items having more functionality, vibration and working touchpad.


This could range from items to sabotage opponents to others that aid the player. To further interest players we could extend our game by adding more levels with more complex tracks, we could also introduce other game modes like Balloon Battle from Mario Kart.


There were some major issues with Git while pushing changes – primarily with constantly causing errors with missing prefabs or textures. In the event of these problems occurring, levels and assets were exported as packages to be reimported.


Gameplay footage:



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