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Game
Design
Document


Game Title:
DESTINATION RUSH
Table of Contents
• Design history
    o 1.1 Ideation process
    o 1.2 Iteration process
          1.2.1 evaluation of iteration
          1.2.2 changes made from prototype to final
            game
• Game Overview
    o 2.1 Game concept
    o 2.2 Asset list
    o 2.3 Target audience and rationale
• Gameplay and Mechanics
    o 3.1 Gameplay
          3.1.1 Objectives
          3.1.2 Playflow
          3.1.3 Decision tree/flowchart
    o 3.2 Mechanics
          3.2.1 Movement
          3.2.2 Objects
               • 3.2.2.1 Using objects
          3.2.3 Actions
               • 3.2.3.1 Picking up
          3.2.4 Combat
          3.2.5 Economy
• Story, settings and character
    o 4.1 Back story
    o 4.2 Characters
• Management
    o 5.1 Detailed schedule
• Playtest results
    o 6.1 Feedback from Game Design playtester
          6.1.1 Changes made from Game Design
            playtest
o 6.2 Feedback from blind playtesting

1. Design History
   1.1 Ideation Process




                              (Digital Prototype)


      o Our game is inspired by fast-paced/management games to keep the
        player hooked and also enjoy. The player has to send as many
        passengers to their respective destinations within the time limit to earn
        the most money while minimizing the mistakes made which will deduct
        your money earned.




          (Final Game)

         o From the paper Prototype, we changed several mechanics. For
           example:
                 o We do not deduct money from the player every 30
                    seconds anymore. Instead , we deduct money from the
                    player after each round as maintenance fees.
o Mystery boxes to spice up the game.
                 o Removal of 2minute per round, we added objectives to
                   be cleared during each round.

       o Our digital prototype follows the mechanics and ideas from our
         paper prototype. Such as :

                 o Each plane carriers 2 passengers.
                 o Each plane has different destinations(T&M,M&B)




1.2 Iteration

       1.2.1 Evaluation of Iteration

                 o We play tested the game several times to look for possible
                    bugs/abuse that might be in the game.
                o The original pricing of our upgrades was too high, and after
                   many tests , we decided to lower down the prices to
                   balance out the game.
                o Changed the entire game mechanics from button pressing
                   to send passengers to their planes to drag and drop to
                   make things smoother and enjoyable.
                o Made art cute instead of realistic to capture the eyes of
                   audiences.

       1.2.2 Changes made from prototype to final game

                 o We changed the whole layout of the game.
                 o Changed the entire game mechanics from button pressing to
                    send passengers to their planes to drag and drop to make
                    things smoother and enjoyable.
                 o Made art cute instead of realistic to capture the eyes of
                   audiences
                 o Mystery boxes to spice up the game.
                 o Removal of 2minute per round, we added objectives to be
                   cleared during each round.
                 o We do not deduct money from the player every 30
                   seconds anymore. Instead , we deduct money from the
                   player after each round as maintenance fees.
                 o Balancing of the game. We playtested the game several
                   times and adjusted the objectives of the game and also
                   the money earned to be leveled out throughout the game.
o After each round there will be a maintenance fee of 10-
                     15% of your total amount. This is so that the player has a
                     sense of management of his own money.
                   o After many playtests , we also adjusted the happiness
                     bar to a certain starting point. This is so that the player
                     will not lose too fast due to passengers being angry.




2.Game Overview
  2.1 Game Concept
      o Sending passengers to their respective destinations as indicated on
         both the passengers and the planes. A fast-paced game where
         players are to make as less mistakes as possible in order to obtain
         more income and reducing losses made during gameplay.

  2.2 Target Audience and Rationale
      o 10 and above.
      o This game is simple as it requires basic strategy and luck so
          teenagers will be able to play and enjoy the game.
      o This game is designed to be cute and appealing. Therefore attracting
          both males and females to play.
      o The theme of this game is airport management but in a simplified way.
          It allows players to understand how managing the airport will be like.
      o The game does not include any gore or violence which makes it
          suitable for teenagers.
      o The game is colorful and appealing to all ages.
3.Gameplay and Mechanics
 3.1 Gameplay

      3.1.1 Objectives
             o Send passengers to their correct destination as marked on the
                planes , making as few mistakes as possible if not you lose the
                game. Taking too long to transport the passengers will also
                result the passengers in being angry. Each level has different
                amount of planes that needs to be successfully departed with
                the correct passengers. Each place can contain 2 passengers
                at most.

      3.1.2 Play Flow
            o Drag and drop game. Primarily based on being fast paced and
                accuracy.
            o To better explain the play flow , we will add pictures of the
                tutorials.
3.1.3 Decision Tree/Flowchart
      o Players require some thinking and have to be quick to react.
         The player have to check whether the destinations for the
         passengers is matching the one stated on the plane.
      o Transporting the passengers too slowly will result in them
         getting angry. This will affect the happiness bar, and when it
         hits 0 , you lose.
      o Money is included in the game to allow players to get
         upgrades/tools to help them go through the game. Players are
         taxed after each game due to the maintenance fees of the
         airport and are forced to make decisions on how they spend
         their money.
      o Mystery boxes will appear randomly throughout the game . The
         effects of the boxes are random and player are free to choose
         whether to open them. Some effects give rewards for the player
         while some give negative effects.
3.2   Mechanics

       3.2.1 Movement
           o Drag and drop game using only the Mouse.



       3.2.2 Objects
           o Upgrades
                  Upgrades will enhance the game play by helping the
                     player in managing his customers. These however
                     require a sum of money in order to obtain.
           o Mystery Boxes
                  Mystery boxes will appear randomly and give random
                     benefits to the player.
                        • Mystery Boxes have different effects. Either gives
                            advantage to the player or disadvantage to the
                            player.
                3.2.2.1 Using Objects
                        • In order to use the Upgrades, the player must play
                            through levels and earn some income. Upgrades
                            costs money and the player must have money to
                            get them.
                        • Player clicks the mystery boxes to open them.
                            They give random effects to the player.
       3.2.3 Actions
           o Player have to be quick to sending passengers to their
              respective planes , otherwise the passengers will be angry and
              leave.
           o Players have the choice to open a mystery box.
           o Buying of upgrades.


       3.2.4 Economy
           o Every passenger that is placed correctly into the planes will
              reward the player with money. However, each mistake will also
              deduct money from the player.
           o Mystery boxes have a chance to either give the player
              additional money or also deduct money from his cash.
           o Money are used to buy upgrades and pay the maintenance
              fees.
4.Brief Setting
 4.1 Brief Setting

        o The game is based on airport management and also a fast paced
          game. It simulates the real life management of the real-life airport in a
          very simplified manner. Players are to send passengers to their
          respective destinations as indicated on both the passenger’s clothes
          and on the planes , making as less mistakes as possible. Mistakes will
          result in loss of money . If the player transport the passengers too
          slowly the passengers will get angry.
5.Playtest Results
              Playtest results are in separate files.

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Destination Rush Game Design Doc

  • 2. Table of Contents • Design history o 1.1 Ideation process o 1.2 Iteration process  1.2.1 evaluation of iteration  1.2.2 changes made from prototype to final game • Game Overview o 2.1 Game concept o 2.2 Asset list o 2.3 Target audience and rationale • Gameplay and Mechanics o 3.1 Gameplay  3.1.1 Objectives  3.1.2 Playflow  3.1.3 Decision tree/flowchart o 3.2 Mechanics  3.2.1 Movement  3.2.2 Objects • 3.2.2.1 Using objects  3.2.3 Actions • 3.2.3.1 Picking up  3.2.4 Combat  3.2.5 Economy • Story, settings and character o 4.1 Back story o 4.2 Characters • Management o 5.1 Detailed schedule • Playtest results o 6.1 Feedback from Game Design playtester  6.1.1 Changes made from Game Design playtest
  • 3. o 6.2 Feedback from blind playtesting 1. Design History 1.1 Ideation Process (Digital Prototype) o Our game is inspired by fast-paced/management games to keep the player hooked and also enjoy. The player has to send as many passengers to their respective destinations within the time limit to earn the most money while minimizing the mistakes made which will deduct your money earned. (Final Game) o From the paper Prototype, we changed several mechanics. For example: o We do not deduct money from the player every 30 seconds anymore. Instead , we deduct money from the player after each round as maintenance fees.
  • 4. o Mystery boxes to spice up the game. o Removal of 2minute per round, we added objectives to be cleared during each round. o Our digital prototype follows the mechanics and ideas from our paper prototype. Such as : o Each plane carriers 2 passengers. o Each plane has different destinations(T&M,M&B) 1.2 Iteration 1.2.1 Evaluation of Iteration o We play tested the game several times to look for possible bugs/abuse that might be in the game. o The original pricing of our upgrades was too high, and after many tests , we decided to lower down the prices to balance out the game. o Changed the entire game mechanics from button pressing to send passengers to their planes to drag and drop to make things smoother and enjoyable. o Made art cute instead of realistic to capture the eyes of audiences. 1.2.2 Changes made from prototype to final game o We changed the whole layout of the game. o Changed the entire game mechanics from button pressing to send passengers to their planes to drag and drop to make things smoother and enjoyable. o Made art cute instead of realistic to capture the eyes of audiences o Mystery boxes to spice up the game. o Removal of 2minute per round, we added objectives to be cleared during each round. o We do not deduct money from the player every 30 seconds anymore. Instead , we deduct money from the player after each round as maintenance fees. o Balancing of the game. We playtested the game several times and adjusted the objectives of the game and also the money earned to be leveled out throughout the game.
  • 5. o After each round there will be a maintenance fee of 10- 15% of your total amount. This is so that the player has a sense of management of his own money. o After many playtests , we also adjusted the happiness bar to a certain starting point. This is so that the player will not lose too fast due to passengers being angry. 2.Game Overview 2.1 Game Concept o Sending passengers to their respective destinations as indicated on both the passengers and the planes. A fast-paced game where players are to make as less mistakes as possible in order to obtain more income and reducing losses made during gameplay. 2.2 Target Audience and Rationale o 10 and above. o This game is simple as it requires basic strategy and luck so teenagers will be able to play and enjoy the game. o This game is designed to be cute and appealing. Therefore attracting both males and females to play. o The theme of this game is airport management but in a simplified way. It allows players to understand how managing the airport will be like. o The game does not include any gore or violence which makes it suitable for teenagers. o The game is colorful and appealing to all ages.
  • 6. 3.Gameplay and Mechanics 3.1 Gameplay 3.1.1 Objectives o Send passengers to their correct destination as marked on the planes , making as few mistakes as possible if not you lose the game. Taking too long to transport the passengers will also result the passengers in being angry. Each level has different amount of planes that needs to be successfully departed with the correct passengers. Each place can contain 2 passengers at most. 3.1.2 Play Flow o Drag and drop game. Primarily based on being fast paced and accuracy. o To better explain the play flow , we will add pictures of the tutorials.
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  • 9. 3.1.3 Decision Tree/Flowchart o Players require some thinking and have to be quick to react. The player have to check whether the destinations for the passengers is matching the one stated on the plane. o Transporting the passengers too slowly will result in them getting angry. This will affect the happiness bar, and when it hits 0 , you lose. o Money is included in the game to allow players to get upgrades/tools to help them go through the game. Players are taxed after each game due to the maintenance fees of the airport and are forced to make decisions on how they spend their money. o Mystery boxes will appear randomly throughout the game . The effects of the boxes are random and player are free to choose whether to open them. Some effects give rewards for the player while some give negative effects.
  • 10. 3.2 Mechanics 3.2.1 Movement o Drag and drop game using only the Mouse. 3.2.2 Objects o Upgrades  Upgrades will enhance the game play by helping the player in managing his customers. These however require a sum of money in order to obtain. o Mystery Boxes  Mystery boxes will appear randomly and give random benefits to the player. • Mystery Boxes have different effects. Either gives advantage to the player or disadvantage to the player. 3.2.2.1 Using Objects • In order to use the Upgrades, the player must play through levels and earn some income. Upgrades costs money and the player must have money to get them. • Player clicks the mystery boxes to open them. They give random effects to the player. 3.2.3 Actions o Player have to be quick to sending passengers to their respective planes , otherwise the passengers will be angry and leave. o Players have the choice to open a mystery box. o Buying of upgrades. 3.2.4 Economy o Every passenger that is placed correctly into the planes will reward the player with money. However, each mistake will also deduct money from the player. o Mystery boxes have a chance to either give the player additional money or also deduct money from his cash. o Money are used to buy upgrades and pay the maintenance fees.
  • 11. 4.Brief Setting 4.1 Brief Setting o The game is based on airport management and also a fast paced game. It simulates the real life management of the real-life airport in a very simplified manner. Players are to send passengers to their respective destinations as indicated on both the passenger’s clothes and on the planes , making as less mistakes as possible. Mistakes will result in loss of money . If the player transport the passengers too slowly the passengers will get angry.
  • 12. 5.Playtest Results Playtest results are in separate files.