Thursday, October 3, 2013

Motorcycle Simulation Paper #2


Player’s Role
The player of our game assumes the role of a motorcycle driver. They are placed in a course (on a track) and must navigate it. Initially, they will be taught proper motorcycle driving procedures and must complete a series of maneuvers to prove they’ve learned how to control their bike. For the rest of the game, however, they can drive through a track however they want with a number of end-goals in mind; to be the fastest, safest, or most daring driver. They will be timed while navigating the course and will gain dare-devil points for attempting stunts, or, contrastly, safety points for avoiding dangerous ventures.

Interactive Model/Perspective
This game will be played in first-person, so they player will be represented by the handlebars of their motorcycle. While game-play will always be from first person perspective, when the player attempts a stunt--like using a ramp to do a flip in the air-- a 2D animation will show from a third person perspective what the flip looks like. After the animation, normal game play will resume.

Setting Dimensions
This game will be 3D (aside from the short, 2D stunt animations) and will be scaled to real-life-car size. The player will be forced to stay on the given track by boundaries they cannot pass, for example, hills or buildings. While the driver is timed during the course, they can take as long or short of time as they need to finish.

Challenges
The player will first be faced with learning how to handle the virtual bike (via keyboard controls), then with navigating basic training course levels with no danger or safety objectives. After this, the player will be tasked with riding through a number of levels designed to simulate near real world cycling scenarios. Players will be presented with the choice of “Risk” or “Safety” in several branching scenarios along the track. Players are also, by nature of the game, encouraged to progress through stages quickly.

Challenge Mechanics/Overcoming Challenges
First and foremost will be the inherent difficulty of controlling a motorcycle, tested during the tutorial and training stages. Throughout the game, obstacles will be present which, upon collision, will add to a “death counter”; presumably, it’s within the player’s interests to incur as few deaths as possible, but there will be no other consequences. There will also be points within stages where the player is forced to decide between risky stunts or safe, sane methods of bypassing obstacles such as ramps, crowded traffic, and bad weather. Collision or failing to pass the challenge will add one more death to the counter, while succeeding at the stunt or safe navigation will add points along a “Safe-Average-Risk” axis at the end of the stage. The speed of completion will also factor into a “Slow-Average-Fast” axis.

Dynamics
The game changes over time in two ways: the player’s learning curve and the different paths along the track. The player is able to make better, quicker decisions and get through the course much faster once they have mastered the game controls. With this, the player is able to have more control over their character, finishing the course faster than previously attempted. The second main dynamic change throughout the course deals with the obstacles and paths the player comes across. At specific points throughout the track, the player is forced to decide between two different paths. For example, at an intersection the player must decide between safely going over the bridge, for safe points, or jumping the river for daredevil points. The dynamics within our game keep the player interested because the end results are always different. Whether going for safety or daredevil points, players can replay multiple times with multiple outcomes; the player decides their fate.

Tuesday, October 1, 2013

Game Concept

We decided to create a motorcycle simulation game. It will consist of two different stages; the basic learning stage, and the test stage. The learning stage will be like a practice round where the user actually learns how to work a motorcycle and control it in the game using a keyboard. The test stage will be more complex and contain challenges and obstacles that the player has to deal with. Based on how well and safely they drove their motorcycle, they will receive a score at the end of the course.
A player can choose to aim for being the safest motorcycle rider, or the most daring and dangerous. By obeying traffic signs and safely maneuvering around obstacles they can earn safety points. On the other hand, if they attempt crazy stunts at radical speeds they can earn dare-devil points.
The display will be a 1st person view of the motorcycle and rider with dashboard-like indicators near the bottom of the screen indicating the speed, gear, etc.
Our game can be played by almost anyone, but is most suited individuals old enough to appreciate wit and who are a little interested in motorcycles or in competing against themselves for higher scores. Because our game will be fast-paced and points-based, it will be thrilling to the player.

The end objective of this game is to teach the player how to correctly operate a motorcycle, but the game is fun because players can break the 'rules' they learned in their training on a fun course or compete for safety points and see how knowledgeable they actually are about motorcycle driving.