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.
7.
8.
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.