Food Truck Frenzy Kelly Pavao. All Rights Reserved.
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1 A quirky entrepreneurial simulation video game about building and growing a successful food truck business from the ground up on the streets of Washington D.C. Game Synopsis Food Truck Frenzy will place the player in the (sometimes literal!) driver s seat of owning and running a food truck business. In this game, the player is controlling a brother sister tag team of budding entrepreneurs in the food industry, and has acquired a shabby truck to start selling food on the streets of DC. Over time, the player can buy upgrades to his truck. As the game progresses, they can access more areas to cater to a variety of hungry customers and can change up their food options as well as invest in other amenities for their truck and business. The end goal is to make it to the Food Truck Frenzy competition and to win it. A variety of skillsets will be needed to make it to the top of the food chain here: players must not only choose the best locations on the right day for optimal customer crowds, but must also be able to make the dishes (correctly!) on demand, and additionally must be wise about investing their earned revenue into amenities and upgrades that will grow their business and their popularity meter so that they have what it takes to win Food Truck Frenzy. There are other levels of food truck competitions that the player must enter into and win before being allowed to compete at Food Truck Frenzy. Potential Market and Genre The target audience for this game ranges from casual to driven players ages teen through adult who play (PC/Mac) computer video games. This is a one player (with potential for a long term goal of multi player online integration) game that fits into the simulation genre. Game Aesthetics The overall aesthetics for this game should be colorful, bright, fun, and cartoony. The characters are all a little silly, and they should be slightly exaggerated to visually represent their quirky traits. The artistic style and also the user interface should reflect this standard. The audio and sound effects should additionally reinforce this theme: being fun, quirky, and upbeat.
2 Game Design Document pg. 2 / 12 The Game World / Map The game takes place in the (roughly present day) city of Washington, D.C.. There are various locations around the city highlighted as specific locations (i.e. Dupont Circle, Capitol Hill) that can be visited by the player character as a location where he/she can set up their food truck and play out a level of the food making portion of the game. Realistic Map Research (maps.google.com) This is an actual map with the actual selected locations pinned in. Additionally, there is the player s home base, (located very near to the bottom right most pin in the map) where he/she can upgrade their equipment and work on their business, etc. This will have the appearance of a simple office type room.
3 Game Design Document pg. 3 / 12 Drawn Map Research (google image search) This drawing of a DC map more reflects the style that I would like my in game map to portray. It keeps the more fun and cartoony aesthetic at the forefront and simplifies what is really a complicated city map into an easily digestible interface. Drawn Map Research (google image search) I like the brighter colors of this map, and the fun, iconic landmark style that is used for key locations.
4 Game Design Document pg. 4 / 12 Drawn Map Research (google image search) Here s another example of iconic locations, but I also like the addition of city art in black and white, showing that there s more to the area, but removing its importance by having the main section be in color. Drawn Map Research (google image search) I like the map label with the distance marker/ruler.
5 Game Design Document pg. 5 / 12 Characters The player is in control of a brother sister duo: Mandy and Joe. Joe is in charge of the culinary side of things, and he will be the one to interact with the food truck and the part of the game where you are making the actual food for customers. Mandy is more in charge of the business side of things, and she will be the one to interact with the menus regarding spending that hard earned money on upgrades to the business/truck. Beside the player characters, there are a myriad of additional character that exist within the game world. I large swath of them will be the various types of customer characters you would encounter in the serving food mode of gameplay. There are also some more prominent characters (i.e. rival food truck owners) that you would interact with which are more related to the storyline and would have names and more developed personalities. I.e., Jeff, who owns the food truck taco o clocko.
6 Game Design Document pg. 6 / 12 Here are some images I found through a Google search that are representative of the kind of visual style I am envisioning: Character Style Example 1 (123rf.com) This image portrays a variety of characters. I like the fun, cartoony style in which they are drawn. I m envisioning some very simple animations to go along with them. Character Style Example 2 (pixers.es) This image portrays a variety of characters. I like their more exaggerated proportions and variety of features which seem to indicate different personalities.
7 Game Design Document pg. 7 / 12 The Trucks In addition to the characters and the world, there are also the food trucks. I ve taken some photos of actual food trucks for inspiration.
8 Game Design Document pg. 8 / 12 User Interface Elements The user interface should also reflect this simplistic and fun design. Here are some images I found through a Google search that are representative of the kind of visual style I am envisioning: Elements Style Example 1 (ghettyimages.com) This is an example of some game elements. I think it reflects the fun, cartoony style that I am envisioning for the game. This will further display the mood of the game throughout simply shapes, flat colors, kind of bubbly appearance. Elements Style Example 2 (bashooka.com) This is a visual menu example; it portrays a light, fun style with a bright, happy color palette. It also utilizes rounded edges and a bubbly aesthetic.
9 Game Design Document pg. 9 / 12 Elements Style Example 3 (shutterstock.com) This is a similar, type of menu element. It still has the qualities I am hoping to imbue my game with (fun, rounded, etc.) while also tying the menus into the feeling of the game using relevant game elements (I,e. displaying the game menus on what looks like a sign.)
10 Game Design Document pg. 10 / 12 Prototype Materials I do not yet have a working (playable) prototype of this game, but I have put together some images and text to explain the gameplay in a way that it can be envisioned. Flowchart Here is the basic flowchart of the gameplay. Once you get to the playable part, the action becomes non linear, as you can choose which location to go to. The events are triggered (by game stats, such as level), so they are not connected by lines, though the numbers notate their order. They each have a pre cut scene and a post cut scene.
11 Game Design Document pg. 11 / 12 Sketches The following is a more simplistic sketch I did of the map with all 11 locations. I wanted to rough out the spacial relations of the locations in a way that was both true to their real life positions, but that I could simplify and remove a lot of the details from. I will refine this and perhaps add some road/tree/other details back in to keep the map artistically interesting. This is the screen where you will choose which level to go to. Sketch: Map This is a simplistic, rough sketch of the game map. Depicted are 11 locations that you can take your truck to, and there will be one additional location for the player s home base nearby Navy Yard. For some of the main gameplay, you ll need a depiction of the perspective from the inside of the truck. Here, you will see all your available ingredients, and will be able to construct the food by dragging and dropping ingredients to their proper places. At the end of the level, you will get a score (and any other appropriate points notifications) in a score screen that will let you know how well you did at this level.
12 Game Design Document pg. 12 / 12 Sketch: Gameplay Screen This is a preliminary sketch of what the gameplay screen might look like. Sketch: Level End: Score This is a sketch of what the screen might look like at the end of a level where you can see how well you did. I m envisioning the truck window closing and the score being displayed in that space, with the rest of the truck stuff still showing around it.
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