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Game Design Document

Game Design Document

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Published by ruckerrl
Rush Hour Parking
Rush Hour Parking

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Published by: ruckerrl on Apr 21, 2013
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10/19/2013

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Rush Hour Parking
Rachel Rucker
Table of Contents
Introduction................................................................................................................................1Design History.................................................................................................................1Vision Statement.............................................................................................................2Logline......................................................................................................................2Synopsis...................................................................................................................2Game Description...........................................................................................................2Formal Elements.......................................................................................................................3Objectives.......................................................................................................................3Gameplay Description.....................................................................................................3Conflict/Argument.....................................................................................................8Challenge/Procedures..............................................................................................9Outcomes...............................................................................................................10Dramatic Elements..................................................................................................................11Game World..................................................................................................................11Characters.....................................................................................................................14PCs.........................................................................................................................14NPCs......................................................................................................................15Story..............................................................................................................................15Reflection.................................................................................................................................17Dissoi Logoi...................................................................................................................17Composition..................................................................................................................17
Introduction
Design History
The history of this game originated as a project for my Advanced Writing class in whichwe were assigned to design a game that would have a purpose, or meaning beyond simplyplaying a game. Rather than trying to form something that takes a specific stance on amore broad, global issue, I wanted to create a game that would have purpose on more of apersonal level. As college students at the University of South Carolina, we are forced torepeatedly circle the Carolina campus to try and find a place to park, so that we are ableto attend our classes. Unless a student is fortunate enough to have the means to provide
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their own spot in a parking garage, students are given two options: repeatedly circle theparking lots at the Coliseum, Bates, or Barnwell or try their luck at finding a parkingmeter. I want to design a game that displays this issue in a very obvious way. Thepurpose of the game will be to showcase how ridiculously difficult it is to find a parkingspot as a student, and how that issue can create other issues related to the student’sperformance in school, as well as issues of finance.
Vision Statement
Logline
Rush Hour Parking is an arcade-style computer game which showcases the difficulty forUniversity of South Carolina students to park their car in order to make it to class withoutbeing late, receiving a speeding ticket, or receiving a parking ticket.
Synopsis
The basic idea of Rush Hour Parking is trying to find a place to park the character’s carwithout making the character late for class or receiving a ticket. This will be showcasedthrough the difficulty in finding and securing a parking spot before the time on the clock runs out for the character to make it to their class. The argument of the game is that notonly is the effort required to find on-campus parking unfair to ask of students, but that itis also unrealistic. The core targeted audience of Rush Hour Parking is high school tocollege aged students. However, the mechanics of the game will be simple enough foranyone to be able to understand and benefit from playing. The game is foremost aninteractive fiction game that will be accessed from a laptop or a computer system, thoughit’s mechanics will be slightly reminiscent of an arcade game.
Game Description
Though the game will be accessed on a laptop or computer screen, it will have anarcade-like design and artistic structure. The elements of cars, parking lots, parkingmeters, trees, etc. will all be slightly techno in detail and simplistic. Rush Hour Parkingwill include two different versions of how the game will be able to be played: Play it“Safe” and Take a Chance. The location of the game will be set at the University of South Carolina. The parking lots in the “Play it ‘Safe’ scenario will be at the CarolinaColiseum, Bates, and Barnwell. The parking meters in the “Take a Chance” scenario willbe in well-known areas around the Close/Hipp Building as well as along Assembly Street.These two scenarios will provide the character with chances to attempt to find aparking spot in a parking lot, which the character has paid to have a spot in, or try andfind a parking meter closer to their class. In both scenarios the character will becompeting with other NPC student characters who are also trying to find a place to park,in addition to competing with the clock, as to not be late for class. The player will begiven sixty seconds to try and secure a parking spot. In the case that they are unable to
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find a spot or unable to secure a spot away from the other NPCs, they will have failed thegame, and their class.These actions will be able to be made simply by using the up/down and side-to-side arrows on their laptop or computer keyboard. If the player has mastered this moresimplistic approach to playing the game, the game functions can also be played usingvarious techniques of the mouse or laptop touchpad. Using a mouse, the player mustcontinuously left-click to accelerate, or right-click to reverse or stop. Using a touch pad,the player must continuously swipe forward to accelerate, or swipe backward to reverse orstop. However, if the player taps too quickly or too much, the car can be increasinglydifficult to stop and park, making it hard to park the car. When a parking spot is spottedby the player, the space bar should be used to park their car. It will be important for theplayer to be quick in securing their parking spot before another NPC can spot it; if theplayer waits too long to press the space bar, the other characters will have a chance to takethe spot, and the player will have caused a wreck and failed the game.Rush Hour Parking will be reminiscent of the game “Drivers Ed,” in which theplayer is expected to maneuver a car through different tasks using the basic mechanicaltools of a computer or laptop, one of those tasks being parking the car.
Formal Elements
Objectives
The objective of the game is for the player to park their car in an empty parking spacebefore the time runs out.
Gameplay Description
The first screen that will appear for the player will be a blank screen with twooptional buttons. These buttons are the two options of how the player will intend to play:“Play it ‘Safe’” or “Take a Chance.” The screen will look similar to the image below.
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