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The Game Design Document [.pdf]

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e boring. Note that the controls needed for each level do not match exactly with actual<br />

agricultural practices, but I tried to make them match as much as possible.<br />

Potatoes. <strong>The</strong> potato level will include water and pest control. This crop was chosen as a<br />

starter because it grows below ground and is very hardy.<br />

Wheat. <strong>The</strong> wheat level will require water and pest control, as well as introduce the policy<br />

decisions. Wheat will require slightly less water but be more sensitive to pests.<br />

Corn. This level requires a third control, birds. Corn will require moderate amounts of<br />

water, be about as sensitive to pests, but very sensitive to birds.<br />

Tomates. This crop will require a fourth, fertilization. Tomatoes require quite a bit of<br />

water and fertilization.<br />

Pumpkin. This crop requires a fifth, pollenation. Pumpkins require lots of water and<br />

fertilization. While not strictly as large scale of an agricultural crop as the rest, pumpkins<br />

still are grown and harvested. This crop and the next also act as rewards, being more<br />

"interesting" than the others.<br />

Strawberries. This final crop introduces no new requirements but each requirement<br />

affects the yield and quality more due to the delicate nature of the plants. Lack of water,<br />

too many birds or pests, all can devastate the crop yield.<br />

<strong>The</strong>re will be three difficulty settings. Easy, Medium, and Hard. Easy mode is as above,<br />

with a maximum of five factors to balance. Medium mode introduces pollution to every<br />

level, with each level being more sensitive to the pollution. Hard mode introduces no more<br />

factors but each factor affects the yield, quality, and each other more.<br />

Music and Sound<br />

Sound will be whimsical and fun, not necessarially realistic. Some sound effects may<br />

roughly be based on noises made by kids when playing with toy tractors rather than the<br />

noises a tractor would actually make when tilling a field. Music will be upbeat, not too fast<br />

but not too slow, in a jaunty but simple tone.<br />

Art <strong>Design</strong><br />

<strong>The</strong> art of the game will be simple and clean-looking hand drawn and colored art. <strong>The</strong><br />

crops will be personified, with facial features such as eyes and sometimes mouths.<br />

Machinery will be simplified and brightly colored. <strong>The</strong> only human, Stan, will have<br />

exaggerated proportions, with a large head, hands and feet. If time permits, I would like to<br />

animate the crops and the narrator flower to "dance" to the beat of the music, though this<br />

will be a low priority. All art will have the same flat, cartoon, outlined style to maintain a<br />

simple theme throughout the game.<br />

Rules, <strong>Game</strong>play, Scoring<br />

<strong>The</strong> game cannot be completely lost, keeping with a traditional supportive structure for<br />

education and children's games. In order to progress to the next level, the current crop<br />

must provide a certain amount of "yield" for the season. Below this amount and the player<br />

must redo the current level. <strong>The</strong> player increases their yield by keeping environmental

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