Road Rage is a top-down traffic simulation game that goes wrong very quickly. You control a traffic officer who has to run around and control the flow of traffic, stopping cars at points, and letting others through before people boil over and redefine the meaning of dangerous driving.
For this Ludum Dare, I decided pretty early on to take part in the Jam rather than the official competition. This meant I had an extra day (72 hours total), and could use a great freeware track from 8th Mode Music. Overall, the Jam is much more relaxed, and given that a social event decided to creep into my weekend uninvited, the extra time was necessary.
In the spirit of Ludum Dare, here is a quick postmortem.
What went right:
- The traffic simulation, while haphazardly coded, results in some wonderfully funny, even borderline realistic road chaos
- Used the ‘minimalism’ theme to go for simple, effective graphics. Doing no 3D modeling and little texturing gave me lots more time
- Gave myself the extra day of the Jam to compensate for a night out and a slow first day while struggling with the AI
- Managed to squeeze 7 levels in
What went wrong:
- Had a rotten first day wrestling with the traffic simulation AI, and generally struggled with it. I should have taken some time to carefully read up about traffic/city driving simulation, if only to get some ideas
- Didn’t really get to explore the timing/movement-strategy gameplay until the last level, which ramped up the difficulty massively! I would like to explore the puzzle options for this one
I’d like to work on Road Rage a little more, tweaking the player movement and AI as per peoples’ feedback. However, I think it’s a really neat idea that has lots of potential for fun, strategic gameplay and hilarity, and I would definitely like to explore some more gameplay options. In the mean time, give it a play and let me know what you think.