Over the last few months I have been editing and trying to figure out the permanent identity for Hyperline Racing, as I didn’t really like the idea before.
So I present….. Hyperline Racing: World Tour
Hyperline Racing is an arcade/realistic racing game that takes place on a global scale. The player takes on the role of a new driver striving to become the best in the world. Starting from a user-chosen country the player is given a car from that region. Players progress through multiple seasons, unlocking races and tracks on different continents to level up, earn money, and unlock more cars. The focus is on skillful realistic driving combined with immersive car systems, strategy, and interaction with the environment. The goal is to have the player fall in love with each car as they race it, master its handling, and embrace its strengths and weaknesses. This game showcases the journey from a rookie to world-class driver.
Car Classes: (more to add later)
- Speed: Composed of supercars/hypercars.
- Quick acceleration
- Sensitive steering
- Weaker grip in corners (Requires the player to slow down to make turns)
- Best class in terms of top speed
- Excels in tracks with straights or slight curves
- Drift: Composed of classic and modern RWD/AWD cars.
- Slower acceleration and top speed
- Strong ability to drift
- Best for windy tracks
- Off Road: Composed of rally/SUV cars.
- Slowest acceleration and top speed
- Weaker on road surfaces
- Best suspension
- Ability to perform stunts
- Best on nature maps
My goal with the cars is that I want each car to have a specific strength. Where some biomes are dominated by drift cars featuring wider and curvy roads, and some are dominated by speed cars featuring narrow roads (to make passing cars more difficult, requiring more precision), etc.
Map:
The map is a 1:1 proportion of the Earth, where countries are divided into “biomes” (city, forest, desert). Each of these biomes will have a distinct feel matching the geographic location. Biomes will also contain their own race tracks, with potential randomization of liens.
Weather effects such as rain, snow, cracked roads, construction, storms all affect gameplay.
Weather effects take up the whole screen. (Toggle setting)
Map contains integrated stunts
Regions:
- USA
- Chile/Argentina
- Northern Europe/Scandanavia
- Southern Europe
- North Africa
- China
- Oceania and Caribbean Islands
Potential random race routes by establishing race zones where a start and end point are established, and the middle of the race is randomly selected through a path in the zone.
Player Interactive Car Systems:
- Fuel Modes (Eco, Balanced, Sport): Each car has a concept of fuel that constantly depletes throughout the race depending on the player’s acceleration and maneuvers. Players will be required to switch between fuel modes in real time to conserve fuel (Potential automated setting for less earned currency). Players will also be rewarded fuel for following accurate racing lines. Fuel modes also impact possible acceleration (slower but more conservative on eco for longer races)
- Launch Control: A charged up boost power up where the player receives a quick 3-5 second boost. However, this depletes fuel quickly.
- Gear Shifting (optional): Timed gear shifting can reward players with more fuel and launch control charge.
- Lights/Wipers/Visibility Systems: Players will have to manually toggle on headlights, repeatedly clean windshield using a button which controls wipers. (every 10-20sec)
- Tire Choice: Players will be able to select tires with different qualities similar to F1 before a race, depending on current conditions.
- Optional start engine feature
Season Structure/Rank System TBD:
There are infinite seasons and the number of seasons played can be viewed on profile. A season will consist of a mix of races from random biomes and random routes. (racing zone concept) A season will also have 1-3 tour races where the races are longer and you race across a whole country or two. Each tour race you place earns a stamp in a passport contributing to some status (similar to rank).
Each rank has a time associated with each race:
Point based system in seasons:
3 pts for beating your rank time by 1-2 seconds
1 pt for beating your rank time by 0.5 to 1 seconds
0 pts otherwise
If you score consistent points for multiple seasons you rank up/down.
CO-OP MODE TBD : Party Join Code
Graphics Style = Semi realistic (supports realistic and low poly models) with PBR textures (2k/4k)
-KRTN

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