Emerging Technology Design ACM2012
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1 Tim Stoll - Word Count: 1936 Emerging Technology Design ACM2012 Oct to 20 Pages 40% Tim Stoll - Assignment 2 : Game Design Document = Bible of the Game (Site [sic] your references in Harvard style) 1 of 22
2 GEOHUNT AN ADVENTURE THROUGH YOUR ENVIRONMENT 2 of 22
3 Choose your environment. Choose your team-mates. Choose your time-limit. GO! The race is on against the clock, against your friends or against both as you make your way through city, country or for a serious challenge ocean. GeoHunt allows you to create an exciting scavenger hunt limited to any area you choose. Whether you want to compete alone against the clock for an hour or two or with a huge social group over the course of a weekend, GeoHunt allows you the freedom, structure and excitement to do it! 3 of 22
4 GENERAL INFORMATION 4 of 22
5 Game Description/Objective/Gameplay In GeoHunt, players compete in a scavenger hunt style of game to find a series of checkpoints that are located within an area of their own choosing and displayed to them through a map on their phone. One player sets up the game with the desired options and all other players, if any, join the created game. Teams, if desired, are selected and once the game commences, players attempt to reach the locations given to them. The winning player/team is the one that succeeds in whichever of the three (3) win conditions (below) is chosen during set up. Gameplay Modes and Win Condition GeoHunt has three primary gameplay modes, each with it's own win condition. Classic Classic Mode has players striving to reach any number of different, randomly selected, locations within a pre-set area. Players can either compete individually or in teams against other individuals or teams and the winning player/team will be the one to reach all the checkpoints first. Time In Time Mode players compete against a time limit. This mode is the only real option for single player games, but is also a completely functional choice for multiplayer as well. As with Classic Mode, players may compete as individuals or teams and this seems likely to be a popular multiplayer option since it can restrict the game to a certain time period which suits all the players. In Time Mode, the winning player/team is the one that reaches the most checkpoints before the time runs out. In a single player game, this score will be compared to previous attempts of the same time limit in a similar sized area. 5 of 22
6 Proximity Proximity Mode has players compete for points based on proximity to checkpoints. This mode is more of a variation on the other two modes rather than a true stand alone one, however it does need to be described independently. This mode allows for checkpoints to not be completely reached and may be a more useful option in denser urban areas where getting to certain locations may actually be impossible (or illegal). If this mode is chosen, players/teams can decide when they think they are as close as possible to a checkpoint and score points based on this proximity (with actually reaching the checkpoint, obviously, scoring the maximum possible points). This mode can be played either in conjunction with Time Mode, with the winner being the person/team with the highest score at the time limit, or without a timer, with the winning player/team being the one with the highest score once all checkpoints have been reached or locked in for proximity. There are a number of other settings which affect these modes which will be described below. 6 of 22
7 Options and Settings Basic Options and Settings Area The player who creates the game has full control over the area where checkpoints will be placed. During the setup, they will be shown where they are on a map and have the option to either choose a square metreage/yardage around them to play GeoHunt in, or they may simple tap and drag to select an area on the map. Checkpoints The number of checkpoints to be found is completely malleable and can be anywhere from one (1) up to the limitations of the OS. The option may also be selected as to whether all competing players/teams are searching for the same set of checkpoints or different ones. Finally, there is also the option as to whether all checkpoints are visible to players/teams from the beginning of the game or whether they are fed one after the other when the previous one is reached. Team Play If a team game is chosen, another option will be available. That is, whether all members of the team must stay together and be at the checkpoint with all of their phones or whether they can split up to search and find multiple checkpoints at the same time. Judge and Information The player that creates the game has the option of either playing or (presuming there is more than just that player) being the judge. If they are the judge, then they will receive extra information about the players. They will be able to see where all the players are as well as the number of checkpoints reached or the scores in a Proximity Mode game. 7 of 22
8 Regardless of whether there is a judge or not, there is also the option of how much information each player/team gets in regards to competing players/teams scores and progress. Either each player/team can know how many checkpoints the other has reached along with their score (if applicable) or they can be totally in the dark, only alerted if/when the other team wins. Other GeoHunt can be played on a three-dimensional plane if supported by the existing mapping in the region. This option will be available to choose if it is supported, otherwise it will not be. Finally, the option of metric or imperial measurements will be available; with the game defaulting to the correct choice for the phone's region. 8 of 22
9 Gameplay/Win Condition Altering Options and Settings Time Limit If a Time Mode game is being played, that limit will be completely up to the game creator to set. It can be any length of time and may be either chosen as a set amount of time from the present or as a finish time based on the phone's clock. Proximity/Points As mentioned above, adding the Proximity Mode option to a game is possible. Choosing this setting will allow players/teams to score points for being close to, but not completely reaching, checkpoints. Finish Line In any of the game modes, a finish line may also be set. In a non-timed game the finish line will have to be reached after finding all locations or locking in proximity for them before the player/team is granted a victory. In a Time Mode game, it will need to be reached before the time runs out and failure to reach it will result in an instant loss regardless of number of locations found or score achieved. This finish line acts like a final checkpoint, but is set by the game creator rather than randomly. It may be chosen (and will default) to be the location where the game was created, or it may be placed somewhere else either inside or outside of the checkpoint zone. 9 of 22
10 Important Aspects/Key Features/Selling Points There are a few other key features and selling points that are worth outlining at this juncture. GeoHunt can be played anywhere and limited to whatever area chosen. GeoHunt can be played (subject to mapping limitations) on a three-dimensional plane if so chosen. There are a virtually unlimited combination of locations for checkpoints whatever the play area chosen. This gives GeoHunt infinite re-playability even in the same area. It is a different experience every time. GeoHunt supports any number of players/teams from one (1) up. There are dozens of different combinations of game modes and options to give even more re-playability. 10 of 22
11 LOOK AND FEEL/GUI 11 of 22
12 Tone The tone of GeoHunt is one of a classic thriller movie car chase. It is slightly dark and gritty, with a sense of action and excitement. A sense of impending doom lingering in the background if you don't move quickly enough. Look The look of the game is summarised by the above image. That is the overall sense being strived for in selling GeoHunt and advertising. Sound The tone of the game as far as music is exemplified by the following: That is the sort of music which will play when GeoHunt loads and is sitting on the home screen as well as during the setup. It can also play while hunting if desired by the user, but can be turned off if preferred. 12 of 22
13 Pre-Play (Setup/Menu) Look While GeoHunt is loading, the below image will be displayed. This is the stock image for any intermediary times during the game. GEOHUNT AN ADVENTURE THROUGH YOUR ENVIRONMENT Once GeoHunt has opened, it will lock the screen to a landscape orientation and the player will land on a screen with the image below. GEOHUNT AN ADVENTURE THROUGH YOUR ENVIRONMENT 13 of 22
14 Once the 'start' button is pressed, the game will be created and all other players within close proximity with GeoHunt open will be able to see the game, join it, and, if so desired, create teams. Once the original creator is happy with the players and the teams they will be able to continue and move into the settings and options menu. The background of each menu during the settings and options will be the below image. GeoHunt will then send the creator through all the aforementioned options and settings and allow them to choose as they please. Finally, once all options have been chosen, the creator will be sent back to a screen with the below image. 14 of 22
15 GEOHUNT Once they press the word 'GeoHunt', the game will begin properly. 15 of 22
16 In-Game (Gameplay) Look Once the game has begun, players will be looking at a standard map provided by their smart-phone with red pins to show checkpoints. The view will be an overhead one with a green dot showing where the player is on the map. Directions, however, will be disabled. Towards the edge of the map screen, assuming the setting has been chosen where players/teams can view all checkpoints from the start, will be arrows showing each checkpoint still to be reached with a small distance indicator attached to them. If the player touches the arrow, the map will fly and zoom to the target and the distance indicator will enlarge. All these distances will be as the crow flies. There will also be a green button in the bottom left corner which, if pressed, will centre the map back to the current location. Standard pinch zooming will work so that players can view more or less area and more or fewer targets. Swiping to move the map will also be the standard intuitive way. 16 of 22
17 17 of 22
18 If playing in Proximity Mode, there will be a blue button in the bottom right corner to tag oneself in. 18 of 22
19 Below is an example of a map where the setting has been chosen that only allows players to see the next checkpoint rather than all of them. 19 of 22
20 Sounds and Music Other than the aforementioned music which will play while going through the game menus, there will also be a few sounds that occur during gameplay. When a player reaches one of the checkpoints, a brief sharp sound will play. Something along the lines of: When the final objective or finish line is reached, a trill such as the one below will play: 20 of 22
21 ADDITIONAL IDEAS & POSSIBILITIES 21 of 22
22 Companies could use GeoHunt for tourism purposes The company could choose where the checkpoints are Useful for: Pub crawls Historical Sites Information centres Could hide actual items for promotional events Again, would be able to choose where the checkpoints are Event organisers Could use GeoHunt without any modifications Massive multi day events over vast areas Scout groups Festivals 22 of 22
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