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REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS FYP PROJECT – GAME DESIGN DOCUMENT AWESOME-THREE FINAL YEAR PROJECT (FYP) GAME DESIGN DOCUMENT (GDD) – Service Rush Document is prepared by the team, a compiled document of the game design document (GDD) Works by Awesome – Three awesome3three.blogspot.sg Team Members: Lee Kian Foong Lee Wei Hou Yeo Min Yi
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GDD - Service Rush

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Game Design Document for Final Year Project - Game of Service Rush
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Page 1: GDD - Service Rush

REPUBLIC POLYTECHNICSCHOOL OF TECHNOLOGY FOR THE ARTS FYP PROJECT – GAME DESIGN DOCUMENT

FINAL YEAR PROJECT (FYP)

GAME DESIGN DOCUMENT (GDD) – Service Rush

Document is prepared by the team, a compiled document of the game design document (GDD)

Works by Awesome – Threeawesome3three.blogspot.sg

Team Members:Lee Kian FoongLee Wei HouYeo Min Yi

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REPUBLIC POLYTECHNICSCHOOL OF TECHNOLOGY FOR THE ARTS FYP PROJECT – GAME DESIGN DOCUMENT

Table of Contents

1. Design History 3 – 91.1. Project Brief 3 – 4

1.2. Ideation Process 5 – 6

1.3. Improvised ideas 7 – 9

2. Paper Prototype 10 – 112.4. Paper Prototype 10 – 11

2.4.1. Changes 1 10

2.4.1.1. Improvements 11

3. Game Overview12 – 133.1. Game Concept (Service Rush) 12

3.1.1. Asset List 12

3.2. Target Audience and Rationale 13

4. Gameplay and Mechanics 14 – 154.1. Service Rush Gameplay 14

4.1.1. Objectives 14

4.2. Mechanics (What are the rules of the game, both implicit and explicit.) 15

4.2.1 Movement 15

4.2.2. Actions (What meaningful decisions are there?) 15

5. Playtest 1165.1. Playtest Results 16

5.2. Observations 16

6. Digital Prototype 17 - 326.1. Digital Prototype ideas 17

6.1.1. Artist 17

6.1.1.1. Art work (before polish) 18 - 19

6.1.1.2. Polish Art 20 - 25

6.1.1.3. Animations/ Sprites 26 - 27

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6.1.2. Level Design 28 - 29

6.1.3. Programming 30

6.1.3.1. Coding 30 - 31

6.1.4. Sound Design 32

7. Management 33 - 397.1. Detailed Schedule 33 - 39

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REPUBLIC POLYTECHNICSCHOOL OF TECHNOLOGY FOR THE ARTS FYP PROJECT – GAME DESIGN DOCUMENT

Design History

For our Final Year Project (FYP), our team is trying to create new game, from the 4 topics that is given to us.

Project Brief:

The 4 topics that are given to us include making a game out of the topics:

1) Panasonic/ SIA: Entertainment focused Theme : Create a polished and compelling 2D/3D game prototype unique

to the brand of a client/SIA that is:i. Simple and fun

ii. Played within 1-2 minutesiii. Incorporate airline messages such as policy or servicesiv. Promote client’s branding (in-game advertisement/ marketing)v. Published on IFE/mobile platform

Purpose : To appeal and engage client’s target audience

2) CAAS AI P&D FYP BRIEF: Themes, Objectives, Experiences for Target Audience Theme : Create a game for youths to generate interest and educate

youths on concepts based on one of the following sectors of the Aviation industry, which includes:

i. Air navigation services / Air Traffic Control

ii. Air Cargo and Logistics

iii. Eating, transport, customs, permits

iv. Airport management and services

Purpose : Raise awareness of some operational process flows in Aviation and to highlight the key tasks and jobs in the Aviation industry.

3) Global Game Jam (GGJ), FYP BRIEF Type #1: Themes, Objectives, Experiences for Target Audience

Theme : Make a hit for Mobile Game Platform based on

+ DIVERSIERS

Purpose : Make a Hit for Mobile Game Platform (e.g. a game that reaches top 1000 game app in Paid Games Ranking within 1 month of game launch in Singapore iTunes store)

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4) Fables or Mythology Stories Theme: Retelling Fables or Mythological Stories as an interactive Point-

Click Adventure. Purpose : To retell a classic Fable or Myth as an Interactive Point and Click‐ ‐

Adventure that uses stop motion models and camera work. The selected ‐myth involves up to 3 key characters (preferably 2 characters). This will be a 1 player game for a more mature audience who would be able to identify with the older fable/myth but applied in a different context or situation.

The challenge that our team faces includes completing certain stages within the deadline and meeting the requirements of the topic.

This includes:

1) Coming up with 2 game ideas for each topic during our first pitch (Total of 8 ideas)

2) Picking the best 3/8 game ideas and improvise on it (add in details)3) Picking the best 2/3 improvised ideas and make a paper prototype (Balance the

game)4) Making a digital game (Final product)

Version 1.20

Ideation process

Our team had a few meet ups and discussed on the topics and the games that we could make out of it. Our team decided that each member will come up with an idea for each of the topic, and we’ll choose the best 2 out of each topic. After choosing the best 2 for each topic, our team discuss on ways that we can improve on, to make the game idea(s) suitable and have a strong stand.

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Service Rush – First Game idea:

In this game, players have to manage the passengers according to their needs (Service)

Game screen will show the airport with passengers of different needs walking around.

Situations:- Passengers in doubt- Passengers who wants to check in- Passengers who want to have their luggage bag sent for scanning- Passengers looking for toilet- Etc.

These situations will be shown to player in this manner: (Refer to images shown below)

Types Descriptions Do

‘?’ Question mark: Passengers in doubt Send them to the information counter

Toilet sign: Passengers looking for toilet Send them to the nearest toilet

Luggage: Passengers who want to have their luggage bag sent for scanning

Send them to the scanning bag department

Passport: Passengers who wants to check in

Send them to the checking in place

There will be emotions shown together with their needs:

Happy face (Passengers are still satisfied)

Getting impatient face (Passengers are getting impatient)

Angry face (Passengers are frustrated)Happy faces will mean that the service is good and the passengers are happy, this means that the player is most probably going to get to the next level.

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?

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When the getting impatient face is shown, player better do something to satisfy the passengers by attending to them immediately before the passenger turn angry.

When the angry face is show, the rating for the player service will be equivalent to Bad service. Getting more than 10 people rated for bad services, player will get sacked and the game will end.

The play area will look something like this:

Our team had a few tweaking since the game idea that we have is very brief and rough:

1) Brainstorm on the topic and making sure that our game meets the requirements, theme and purpose.

2) We had a discussion with our supervisor and improve on the parts that are weak.

After having the improvements made, we have a stronger idea than our first version. The changes that we include are:

1) Changing the weak parts2) Meeting the requirements (theme and purpose)3) Drawing out our team’s concept/ game idea for easy visualization

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?

?

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Service Rush – Game idea (Improvised)

Bar status to show satisfaction level

Satisfactory 100%:

Satisfactory below 50%:

Satisfactory below 30%:

In level 1, player has 10 passengers that he needs to assist to, getting more than 2 passengers leaving with bad satisfactory level (satisfactory level reaching 0%), and player will fail level 1.

Version 1.3.0 - Improvisation

After our Pitch 1, our team chooses 3/8 game ideas and improvised on it.

Improvement includes:

1) Giving a name to the game2) Adding details to the game (The levels)3) Drawing out the play area (Visualize)4) Justification to the changes we make

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Service Rush – Game idea (Improvised 2)

We decided to change the whole game view to ¾ views, inside a cosy room (similar to game dev story)

Game Dev Story: (images)

Our game will look similarly to this (from fb the sims social):

Score (Example):

Targeted points to clear the round:

- Level 1 - limit of 25 passengers - 1000pointso Customer will only enquire two types of information ( Information & Ticket)

- Level 2 – limit of 35 passengers 2000 pointso Enquire an addition information ( Information, Ticket & Toilet)

- Level 3 – limit of 40 passengers 3000 pointso Enquire 4 types of information ( Information, Ticket, Toilet & luggage)

- Level 4 – limit of 45 passengers 4000 pointso Enquire 5 types of information (Information, Ticket, Toilet, Luggage and

Check-in)

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- Level 5 – limit of 50 passengers 5000 pointso Enquire 6 types of information (Information, Ticket, Toilet, Luggage, Check-in

and Fork & Spoon)

Passengers enquire types:

- ‘?’ – Information counter- Male/Female – Toilet- Luggage – Storage- Fork & Spoon – Food Court- Ticket - Service counter- Passport – Check-in entrance

After the passenger’s face turns angry and you do not serve them, they will run away and you will miss one job opportunity.

E.g. Level 1: Limit of 20 passengers, miss one job opportunity would means that you are only left with 19 passengers to serve and you have to get a total of 1000 points to clear the round.

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Paper Prototype

A few considerations are: the time factor and the mechanic need to be the same as the digital version that our team have to make.

Our team quickly did the prototype for the Service Rush after taking note of the considerations, however, our supervisor said that the game needs to be more balance, and the first prototype that we did is not very similar to the digital version, as we explained to him.

Version 1.4.1

This game falls under the CAAS AI P&D FYP BRIEF: Themes, Objectives, and Experiences for Target Audience

After having heard the suggestions, our team did another prototype and play tested it on a few friends of ours. The game on Service Rush seems to be complicated and difficult to understand for the play testers. Our team also find that the game is not that balanced and decided to improve on it and do a better prototype.

Version 1.4.1.1

Our team think of ways to make the game of Service Rush, more balanced and less chance-based.

Play area:

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7 Passengers who enquire different needs + Chance cards

The changes include:

1) Using 2 dices instead of 1 die (1 die probability of getting each number is 1/6 whereas the chances of getting the number ‘6’, ‘7’ and ‘8’ is more if using 2 dices, so the player will always have the chance to move)

2) Limiting the player’s passenger steps (1 passenger can only move a maximum of 3 steps, instead of the usual unlimited steps, as long as the dice number allows)

3) Introducing 3 passengers of different needs at a time, instead of all at a time (similar to our digital version)

After balancing out the game, out team did another playtest and compiled the playtest results. With more positive than negative feedbacks, we decided to move on and do our video for one of the game (We chose to video Service Rush).

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Game Overview

Game Concept

In this game of Service Rush, the different departments (Information counter, Check-in counter, collect luggage and even Ticketing counter, etc.) are highlighted. There will be passengers who enquires different kind of needs (similar situation in the airport), and players will have to attend to them by sending them to their destinations, by moving them left, right, up or down. Passenger’s satisfactory level will drop and they will run away, if they are not being attend to within the time frame (in this case, in 3 turns), and player loses 1 job opportunity. The game ends when certain number of passengers runs away (depending on level). Player will win if player completed attending to all the customers.

Game ComponentsComponents Description1 x Play Area 20 Grids

Fixed placement of the 7 different passengers.

Play area for: Player to move about within the

20 grids. AI to spawn the passengers

within the 20 grids.

7 different kind of passengers (with different needs)

1. Information2. Food3. Ticketing4. Check-in5. Collect Luggage6. Ladies (Toilet)7. Gents (Toilet)

Passengers will enquire different needs and player needs to fulfil the Customer’s needs by sending them to their desired destination. (Service)

5 x CHANCE card Chance for player’s use (no passengers)

If CHANCE card is drawn, the player attends to one less passenger.

2 x 6-sided dice For player’s use1 x 20-sided die For AI’s use To determine which grid the passenger

will spawn on.1 x Game Rule A set of game rules Written rules to be followed.2 x Players 1 player

1 AIPlayer to play the game.AI to spawn the passengers and remove passengers.

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Target Audience

Our team’s targeted audience are youths, as the purpose of this game under the CAAS topic, is to create a game for youths to generate interest and educate youths on concepts based on the Aviation industry.

The casual game that we have made, Service Rush, is definitely suitable for youths. It highlights the various job scopes in the Aviation industry and the situations that might be faced. In this game, players/ youths will be taught how to manage the various situations and meeting people of different needs.

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Gameplay and Mechanics

Gameplay

2 players will be needed in this game.

Player 1 (AI) needs to shuffle the cards (cards of the different passengers), depending on level, picking out only the passengers included in the level and putting aside passengers who are not. After shuffling the card, the AI needs to roll the 20-sided die and spawn the passengers to the correct grid (refer to grid number at play area), depending on the level, spawn the number of passengers.

After Player 1 is done with setting up the game, Player 2 needs to roll the two 6-sided dice, to determine the number of steps that he/she can take. However, one passenger can only move up to a maximum of 3 steps.Example: If the dice shows 4+3, which means 7 steps, and there is 3 players on the play area, Player 2 can choose to move one passenger at 3 steps, and the other two passengers at 2 steps each. OR Player 2 can choose to move two customers at 3 steps each and the other one passenger at 1 step. OR Other optional steps, that can be taken within the dice number.

The game ends when the maximum number of customers runs away (depending on level). Player wins if completed all the customers at that level.

Objective

Player 2’s objective is to clear all the passengers, and get to the next level.

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Mechanics

Movement

The Mechanics for our game is simple. Using the hand as a controller, player move the cards of the passengers with different needs in the direction that they like (Up, Down, Left, Right).

Player 1 (AI): Roll the 20-sided die and spawn the passengers to the grid.

Player 2: Movement of the passengers is created by the player itself, player can choose to move the passengers in the direction that they like and steps (maximum of 3 steps per customer)

Action

The actions made by the player could affect the overall results of the game.

For example: Roll the two 6-sided dice and it shows a result of 4 & 3.Scenario 1:Player 2 can choose to move one passenger at 3 steps, and the other two passengers at 2 steps each.

Scenario 2:Player 2 can choose to move two passengers at 3 steps each and the other one passenger at 1 step. OR Other optional steps, that can be taken within the dice number.

If player make use of the steps that he have, and move the further one closer to its destination first, player have the chance to clear all the passengers, instead of letting some run away.

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Playtest Result (1)

Feedback(s)

Feedbacks for our very first version of Service Rush:

Game looks colourful. Game has a decent challenge Players find the game confusing and difficult to understand. Players think that the AI job is very difficult, and loses the fun. Players find that the customers all look very similar (as the characters are the same). Using one 6-sided die is unfair, and if player’s luck is low, he/she tends to keep losing

the game. The paper prototype is difficult to handle as it is made of paper. Players don’t find the game to be fun or exciting. The feel of the game is disappointing

Feedbacks after improvement make:

Rule is easier to understand. Objective of the game is clear. Decent challenge in the game. Less things to do for the AI, as the recording part of the player’s steps is removed. Play area is more stable Customers are now printed on drawing block (easier to handle, compared to printing

on paper) Changed to having two 6-sided dice, making the game more balanced. More fun to play with AI job decreases and thus also increasing the fun.

Results and Observation

Overall, the Analog version of Service Rush that our team created is considered to be fun. Negative feedbacks from play testers were improved on. The mechanics had been improved and is closer to the Digital version. The dynamics had also been improved as the game is more challenging which makes the game more exciting and further improves the aesthetic experience of the game.

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Digital Prototype

Version 6.1.0 – Digital Prototype ideas

Our team has moved on to the Digital Prototype Phase; however the idea that we first had was being changed and improved on.

In this game of Service Rush, player has to manage the passengers by attending to them. To serve the passengers, player has to click on the passengers and send them to their desired destination.

- The passengers will be shown with different images of people, with a bubble speech above their head, showing the destination that they want to go to.

Version 6.1.1 – Artist

We decided to not use the ¾ view mentioned in Page 8; instead we will be following the view similar to Pokemon:

Resource: http://www.armchairempire.com/Reviews/gba/pokemon-emerald.htm

The team has discussed on the placing of the main place in our game play, which is also the destination that the people/ passengers will want to go to. This includes:

- Information counter- Food hall- Toilet- Arrival hall- Baggage collection place- Ticketing counter- Check – in counter

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Version 6.1.1.1 – Art works

The following image is the passengers who will enquire different information: (this picture is used for our first digital prototype submission, as the rule page):

The following image shows the game play area: (not yet polished)

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However, my team thinks that the art work is not very clear, due to the resize, and needs to be polished.

Area that needs to be improved on includes:

- The shadow, making it look more realistic- Improve on the wordings, making the words more clear and visible- Improve on the drawing, making the things more clear and visible- Size of the main area and decorations- Add in sprites

The detail view of the decorations and main things included in the game play will be shown after the polished part is done, during the polish phase.

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Version 6.1.1.2 – Polish Art

It was discussed that the artworks of the game is not as appealing, and needs to be improved in the production phase.

The artist did the polished art, with the use of pixelated drawing style as the art style for the game.

The artist did a menu page for our game. It reveals some information to the player before they start the game, e.g. how the game will be played as some pictures are shown. Furthermore, there are words saying “Send the passengers to their destination.” They can relate it with the picture which is an enlarged version of the game play scene; the icon (bubble speech) is showing the destination that the passengers want to go.

Following image is the menu page:

Menu Page

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The team’s artist improved on the bubble speech (also shown at the instruction page later on), which previously was confusing to some of the play testers as the pixels are not clear and difficult to differentiate.

Below is a table showing the polished bubble speeches, the descriptions and things that player has to do.

Types Descriptions DoAngry Passengers in doubtThis type of passengers is a special case, as its happiness level is much that the normal passengers.

Send them to the information as soon as possible

Passengers in doubt Send them to the information counter

Passengers looking for toilet Send them to the toilet

Passengers looking for food hall Send them to the food hall

Passengers who want to buy tickets Send them to the ticketing counter

Passengers who wants to go to the arrival hall

Send them to the arrival hall

Passengers who wants to collect their luggage

Send them to the baggage collection

Passengers who wants to check in Send them to the check-in place

The artist did the drawing pixels by pixels in a 32x32 pixels grid (according to the programmer grid. (Where zooming in to more than 10 times of actual size, still gives a clear result)

Area improved on includes:

- Making the image clearer- Using the same background- More related to the destination points

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The artist also did the instruction pages to guide the player on what they are supposed to do in the game, as the game proceeds

Instruction page (1) shows the seven types of information that the Passengers will inquire.

Instruction page (2) shows the different information that the passengers will inquire and a dustbin that will give out foul smell; and what the players need to do to overcome it.

Following images are the instruction pages:

Instruction Page (1)

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Instruction Page (2)

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The following images are the details of the different small parts to form the game:

Types DescriptionsInformation counter

Passengers who enquire or needs to be send to the information counter.Toilet

Passengers who enquire needs to be send to the toilet.

Food hall

Passengers who enquire needs to be send to the food hall.

Ticketing counter

Passengers who enquire needs to be send to the ticketing counter.

Arrival hall

Passengers who enquire needs to be send to the arrival hallLuggage collection hall

Passengers who enquire needs to be send to the luggage collection hall.Check-in hall

Passengers who enquire needs to be send to the check-in hall

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Other than the ‘main’ place that the passengers will need to go, the artist also added decorations to enhance the image of our team’s airport.

Types DescriptionsChairs

Dining table

Dustbin

Lift

Flower pots

Wall

Below is the image of the game play scene (with some passengers added in to show how the game will look like during the game play) – Polished.

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Version 6.1.1.3 – Animations

The artist did a few animations for the game.

The following image is the animation for the dustbin.

The reason why our team did the animation for the dustbin is because of another idea that our team have to improve on the game (making the game more interesting).

The dustbin will create a foul smell that will affect all the passengers in the airport; the passenger’s happiness level will drop faster than usual. To save the situation, the player will have to click on the dustbin to clear the overload rubbish and remove the foul smell.

Another animation that our artist did is the sightseeing place in the airport. It consists of 2 planes landing, plane (A) and plane (B) coming in one by one.

Following image is the animation for the sightseeing place:

Animation for the health bar status, showing the happiness level of the passengers

Following image is the animation for the health-bar status:

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Version 6.1.1.3 – Sprites

The artist created a total of seven different character sprites to represent different passengers; each character has a unique representation (age/ occupation/ etc.)

Passenger 1

Passenger 2

Passenger 3

Passenger 4

Passenger 5

Passenger 6

Passenger 7

Version 6.1.1.4 – User Interface

User Interface (UI) is included in our game, to allow players more information about their ‘current state’ during the game play.

For example:

- Number of passengers that have left the game area (This will provide them with the information on how many passenger(s) have left the game area, and how many more can he/she miss.)

- Scores

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Version 6.1.2 – Level Design

Level 1Targeted points to clear: 2000 pointsNumber of Information: 3 types of information in Level 1:

- Information,- Food hall,- Toilet

Limits: 25 customersSpawn limit: Maximum 5 passengers in the screen

Passengers: If being served at:100 % - 100 points + 20 bonus points99 – 95% - 100 points94 – 80% - 80 points79 – 50% - 60 points49 – 30% - 40 points29 – 10% - 30 points9 – 1% - 10 points0% - Run away

Level 2Targeted points to clear: *(Your score in level1) + 3000 points moreNumber of Information: 5 types of information in Level 2:

- Information,- * + Angry passenger (Information)- Food hall,- Toilet,- Ticketing,- Check-in

Limits: 35 customersSpawn limit:

Passengers: If being served at:100 % - 100 points + 20 bonus points99 – 95% - 100 points94 – 80% - 80 points79 – 50% - 60 points49 – 30% - 40 points29 – 10% - 30 points9 – 1% - 10 points0% - Run away

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Level 3Targeted points to clear: *(Your score in level2) + 5000 points moreNumber of Information: 7 types of information in Level 3:

- Information,- * + Angry passenger (Information)- Food hall,- Toilet,- Ticketing,- Check-in,- Baggage collection,- Arrival hall

Overload Dustbin that gives out foul smellLimits: 50 customers

Spawn limit:Passengers: If being served at:

100 % - 100 points + 20 bonus points99 – 95% - 100 points94 – 80% - 80 points79 – 50% - 60 points49 – 30% - 40 points29 – 10% - 30 points9 – 1% - 10 points0% - Run away

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Version 6.1.3 – Programming

The programmer uses abstract and sample sprites to set up the foundation of the game. This includes the room, the attributes of the objects to show a better visualization of the game.

After which, the programmer imports the artwork from the artist and implement the artworks into the game.

Version 6.1.3.1 – Coding

Programmer inputs the left mouse button on the instruction page- Pressing the left mouse button will lead the player to the airport stage, where the

game will take place.

Code the passengers - Enter the game area from the lift and the arrival hall.- Random; passengers entering the game area with different needs.- Speed of customer to 1- Random movement of the passengers- Uses ‘if’ and ‘else’ function to categorize and to match the need of the customer

with the destination (upon player clicking)- Upon selecting passenger, a red circle will appear indicating that it is chosen.- To drop selection, right click- Passengers will turn green upon clicking on the right destination

Input the wall- Passengers will not collide with the decoration and main place.

Code the timer- There is a timer on every passenger (individual), which is to display the happiness

level.- The happiness level determines the score.- The happiness level will drop by:

o Level 1 – 5 in every 2 secondso Level 2 – 10 in every 2 secondso Level 3 – 20 in every 2 seconds

- Codes the passenger to leave the play area if the happiness level drops to zero.- Codes the ‘dustbin’ that will affect the passenger, by deducting 20 happiness level of

the passenger in every 2 seconds.

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Added features- Dustbin: From time to time, in random seconds, the dustbin will overload and will

give out foul smell. This is done in timer. (The dustbin is only available during global level 3).

- Angry passengers: 20/100%, an angry passenger will spawn in the map. The passenger is given only limited number of patience and their happiness level will drop faster than the other normal passengers. (The angry passenger will only be available during global level 2 and level 3)

- Passengers that inquire 2 services: Once the angry passenger reaches the information counter, they will request for the next destination (in random).

- Indication that the player gets to the next level.

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Version 6.1.4 – Sound Design

Background music:- The sound designer extracted a track from the internet: royalty-free.- Cut a certain portion of the track and then did looping to the track again and again.

Effects like: ‘waohwaoh’ and extra bass boost effect is implemented into this track to give the soundtrack an adrenaline feel as a responsive feedback to the players.

Announcement track:- The sound designer used an electronic piano and recorded the tunes into MIDI file,

uses Audacity to convert the MIDI file into WAV file. - Also uses a sound recorder called the H4N zoom to record voices gotten from

Google, and save it as wav file. - Mix all of the tracks and put them into one single track.

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Management

Detailed Schedule21.04.2012Field Trip to AirportAfter being brief on our FYP, our team planned the venue and the time to meet, and went all the way down to the Airport for our very first field trip. We chose to go to the Airport as most of the topics are related to the airport. Our team thinks that going down and have a look at the surrounding of the airport will definitely benefits us.

22.04.2012Discussion 1Our team size is small and too much works to be done. So we divide our work carefully and equally and make use of the time that we have. We want to get things done as soon as possible, of quality too!

Areas that we discussed include: What kind of game is suitable for the topic? How will the game be fun? Who is our target audience? What kind of games will our target audience like?

24.02.2012Brief ideas that we had previously improved and now our team had more ideas than what was expected! We're only missing out on the stories (fables & mythology) idea.

29.01.2012Discussed on the idea for Fables & Mythology

01.05.2012Meet up with our supervisor. He commented on our game ideas and gave us some suggestion on the weak part that we can improve.Had a team discussion on tomorrow's pitch, did a PowerPoint, highlighting the things that we need to say and had a small rehearsal on our presentation for tomorrow's pitch!

02.05.2012Pitch 1

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06.05.2012Choosing the best 3/8 game ideasAfter choosing and giving it a name, the following are the 3 games that we have chosen:1) GO! Cargo!2) Service Rush3) Snake MazeWe also did an improvisation of the 3 games

08.05.2012Meet up with our supervisor. He gave us some suggestion on ways we can improve on our game idea.

09.05.2012Pitch 2

11.05.2012Choosing the best 2/3 improvised ideasMaking it to a paper prototype (ideas)

14.05.2012Making out the prototype

16.05.2012Meet up with our supervisor, and show him our prototype.He commented that our game is not balanced, and not very similar to the digital version idea.

18.05.2012Team meet up and discuss on how to make the game more balance.Did changes to current prototype.

19.05.2012Play test among team members.

21.05.2012Meet up with our supervisor. He gave us some suggestion on what we can do to our Service Rush game to make it more interesting.

22.05.2012Improve on our current paper prototype for Service Rush. Try to balance the game.

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23.05.2012Balanced the game and completed the paper prototype.Create rulebookTeam decides on a play testing method to find out the ‘fun’ in the game. Chosen method is ‘Think Aloud’. Team plans out the questions to be asked during play testing.

24.05.2012Team carried out their play test on testing out the ‘fun’ on more than 15 people and collect result.Compile results.Complete playtest report.

25.05.2012Video down the game on Service RushTeam did a documentation of their game, and updated their GDD and Rulebook on the changes made overtime.

27.05.2012Team updated the paper prototype for our game of Service Rush.

30.05.2012Paper Prototype presentation.

31.05.2012Start of Digital Prototype phase.

07.06.2012Team meet up and discussed on the placement of things in game.Discussion includes: - The main item placed (Ticketing counter, Toilet, Information counter, etc.)- How it will appear (the size) - What else to include in the game?- What kind of decorations?- Where should the decorations be place?- Screen size?- How many grids will be used for each item?

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10.06.2012Team divides the workload, and start on doing their work

- Programmer starts with the basic programming parts- Artist starts drawing the basic art- Level Designer starts planning out the levels for the game

19.06.2012Meet up with Supervisor and show him our progress.

23.06.2012Team discuss on the finalized placement of the objects in the level design.Artist passes the artworks to the programmer, to be put inside the game-maker.

26.06.2012Meet up with Supervisor and he commented that the game is not so done. Team need to progress faster and do a playtest report.The programmer coded the movement of the customers (how the customers enters in and out of the airport).

27.06.2012The artist completed the polished Sprites, even before the polish phase.The programmer coded the game and fixes the bugs to make it ready for presentation.

29.06.2012Meet up with Supervisor, T.C (for the very last discussion) as he is leaving and another Supervisor will take over our team. Show our supervisor the team’s progress and receive compliments.

02.07.2012Team discussion on how to make our current game more interesting/ fun as the current game lacks the ‘fun’ and has no uniqueness.

03.07.2012The artist did a poster for the team’s game of Service Rush.

04.07.2012Digital Prototype presentation

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06.07.2012Start of Production phase.Team decided to make the game more fun by introducing

- Function for the DustbinWhere the dustbin will be pack with litters till it overflowed and cause disturbance to the passengers in the airport.- Customers with more than one enquiry.- Customer who come out from the arrival hall with satisfaction level much lower than

the normal passengers.This will require attention from the player, and neglecting it will cause the passenger to run away, dropping reputation.

08.07.2012The artist completed the polish art for the airport scene.The programmer replaces the art in the game-maker with the polished one.

11.07.2012The artist completed the menu and instruction page for the team’s game and is added in to the game-maker.

16.07.2012Team discussed about the parts that needs to be improved on to make the game more complete.

18.07.2012The artist completed the animation for the game

- Sightseeing place- Dustbin- Health-bar status

19.07.2012The programmer added in the animation of the sightseeing place, dustbin and coded the function of it.Try to fix the bugs in game-maker.

21.07.2012Edited the sounds and added in to the game-maker and animated the sprites in game-maker.

22.07.2012Team updated the GDD for the game – Service Rush and did a playtest report.

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24.07.2012Try to fix the bugs in game-maker.

26.07.2012Carried out another round of play test; went around finding friends to try out our game and updated the playtest report.

27.07.2012Production phase presentation28.07.2012Start of Polish phaseTeam decided to improve on the areas that needed to be touch on, based on the playtest reports:

- Indication that player reaches the next level- Removing the ‘random’ of the passenger’s arrival and change according to the level

design.

03.08.2012Programmer completed adding in of the level design in game.

04.08.2012Programmer completed adding in the indication that the player reaches the next level.Added in more information under the instruction pages

10.08.2012Team play tested the game and balances the game.

31.08.2012Team did the video reel for our game.

05.09.2012Team prepared the team report and updated the GDD for submission.

12.09.2012Team submitted our final game and documents.

(Internship period from 13.09.2012 – 03.01.2013)

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06.01.2013Team meet up and discuss on the game:

- What else could be done to improve on the game(As team finds the game to be not challenging enough)

- What is not good about the game(Team finds that the movement of the passengers is not realistic. The challenge for players should be on how fast the game will end if they have not met certain requirements, instead of chasing the passengers around the screen.)

- User interface (UI) should be included to provide the players with more information

10.01.2013Rough idea of the user interface was completed.

15.01.2013Programmer changed the speed of the passengers, movement speed of the passengers have become more constant.Happiness level of the passengers was set to decrease faster to provide players more challenge.

18.01.2013Team play tested on the game and found some bug on the happiness level of the passengers (The bug can be seen when a particular passenger walks near the edge of the room.)Programmer fixed the bug.

05.02.2013Did a poster for our gameDid a design for the CD that contains our game

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