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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.

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