Game Design VIST 205
Tuesday, October 8, 2013
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.
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