The Game Design Document [.pdf]
The Game Design Document [.pdf]
The Game Design Document [.pdf]
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factors in balance. <strong>The</strong> closer they are to being balanced, the faster yield increases. If the<br />
environment is completely out of whack, the yield may decrease in harder difficulty levels<br />
due to rot or infestation. Instead of fighting to beat a level, in this game it is simply an<br />
attempt to beat it more efficiently, with higher yield, and a shorter time.<br />
Three factors are used to calculate the final score: Quality of the product, which is<br />
affected by how much pollution there was and whether or not the product was genetically<br />
engineered. Quantity of the product, which is the yield of the season and is affected by how<br />
well the factors were balanced. Asking for more money will decrease the end score, but only<br />
by enough to keep players from abusing the feature. Stan has kept his eyes on you and will<br />
judge the player and decrease the score accordingly if they used gene-modified seeds or<br />
asked for too much money.<br />
Once the final scoring has occurred, the record is either broken or not. If the record was<br />
not broken, the player can try again. If it is broken, Stan gives the player the seeds,<br />
unlocking the next level and allowing the player to continue.<br />
A few other "fun" statistics that have no other effect on the game are tracked and<br />
displayed at harvest time. For example, the game will keep track of how many bugs you<br />
squished, how many birds you barked at, and how much water you sprayed.<br />
Program Structure<br />
Two main game states: In town and in the field. In town can be as the main menu out of<br />
game or as part of a current game once a game has been reloaded. In the town, the<br />
simulation is paused. In the field unpauses the game and allows the player to manipulate<br />
the various factors.<br />
Each game state will be kept separate by the game and held open but hidden as long as<br />
the game is still running. <strong>The</strong> field game state will be loaded and modified when the levels<br />
change, whereas the town state will largely be kept around as it is the menu and is loaded<br />
from the start. If the player has not yet loaded a game, certain in-game functions (namely<br />
the ability to go to the fields) will not be active.<br />
During the game in both the town and fields, at certain times a secondary window may<br />
have to pop up, for example to show an instructional movie or to allow the player to choose<br />
field locations. Whenever another window pops up the game is paused (if it is not already),<br />
the rest of the screen around the window is tinted to emphasize the window, and the player<br />
may concentrate freely on the window. Once the window is gone (either due to being over,<br />
like for a movie, or the user has finished with it, if they selected a location) then the game<br />
resumes back to what it was doing before.