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7/30/2019 GDD - GO! Cargo! http://slidepdf.com/reader/full/gdd-go-cargo 1/18 REPUBLIC POLYTECHNIC SCHOOL OF TECHNOLOGY FOR THE ARTS FYP PROJECT – GAME DESIGN DOCUMENT Works by Awesome – Three awesome3three.blogspot.com AWESOME-THREE FINAL YEAR PROJECT (FYP) GAME DESIGN DOCUMENT (GDD) GO! Cargo! Document is prepared by the team, a compiled document of the game design document (GDD) Team Members: Lee Kian Foong Lee Wei Hou Yeo Min Yi

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REPUBLIC POLYTECHNIC

SCHOOL OF TECHNOLOGY FOR THE ARTS FYP PROJECT – GAME DESIGN DOCUMENT

Works by Awesome – Three

awesome3three.blogspot.com

AWESOME-THREE

FINAL YEAR PROJECT

(FYP)GAME DESIGN DOCUMENT (GDD) – GO! Cargo!

Document is prepared by the team, a compiled document of the game design document (GDD)

Team Members:

Lee Kian Foong

Lee Wei Hou

Yeo Min Yi

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Table of Contents

1. Design History ..................................................................................... 2 – 10

1.1. Project Brief ........................................................................................................................... 2 – 31.2. Ideation Process ..................................................................................................................... 3 – 5

1.3. Improvised ideas .................................................................................................................... 6 – 8

1.4. Paper Prototype ................................................................................................................... 9 – 10

1.4.1. Changes 1 ................................................................................................................. 9

1.4.1.1. Improvements ................................................................................................. 10

2. Game Overview ................................................................................ 11 – 12

2.1. Game Concept (Service Rush) .................................................................................................... 11

2.1.1. Asset List ................................................................................................................. 11

2.2. Target Audience and Rationale .................................................................................................. 12

3. Gameplay and Mechanics ........................................................................ 13

3.1. Service Rush Gameplay .............................................................................................................. 13

3.1.1. Objectives ............................................................................................................... 13

3.2. Mechanics (What are the rules of the game, both implicit and explicit.) ................................. 13

3.2.1 Movement ............................................................................................................... 13

3.2.2. Actions (What meaningful decisions are there?) ................................................... 13

4. Management (Project timeline, Milestones and Deadlines) .............. 14 – 16

4.1. Detailed Schedule .............................................................................................................. 14 – 16

5. Playtest Results (Findings from Play testing) ............................................ 17

5.1. Feedback from Play testers ........................................................................................................ 17

6. Appendix ................................................................................................. 17

6.1. Playtest Results .......................................................................................................................... 17

6.2. Observations .............................................................................................................................. 17

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Design History 

For our Final Year Project (FYP), our team is trying to create new game, from the 4 topics

that is given to us.

The 4 topics that are given to us include making a game out of the topics:

1)  Panasonic/ SIA: Entertainment focused

  Theme: Create a polished and compelling 2D/3D game prototype unique

to the brand of a client/SIA that is:

i.  Simple and fun 

ii.  Played within 1-2 minutes 

iii.  Incorporate airline messages such as policy or services 

iv.  Promote client’s branding (in-game advertisement/ marketing) 

v.  Published on IFE/mobile platform 

  Purpose: To appeal and engage client’s target audience 

2)  CAAS AI P&D FYP BRIEF: Themes, Objectives, Experiences for Target Audience

  Theme: Create a game for youths to generate interest and educate

youths on concepts based on one of the following sectors of the Aviation

industry, which includes:

i.   Air navigation services / Air Traffic Control 

ii.   Air Cargo and Logistics 

iii.  Eating, transport, customs, permits

iv.   Airport management and services 

  Purpose: Raise awareness of some operational process flows in Aviation

and to highlight the key tasks and jobs in the Aviation industry.

3)  Global Game Jam (GGJ), FYP BRIEF Type #1: Themes, Objectives, Experiences for

Target Audience

  Theme: Make a hit for Mobile Game Platform based on

+ DIVERSIERS

  Purpose: Make a Hit for Mobile Game Platform (e.g. a game that reaches

top 1000 game app in Paid Games Ranking within 1 month of game

launch in Singapore iTunes store)

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4)  Fables or Mythology Stories

  Theme: Retelling Fables or Mythological Stories as an interactive Point-

Click Adventure.

 

Purpose: To retell a classic Fable or Myth as an Interactive Point‐and‐Click

Adventure that uses stop‐motion models and camera work. The selected

myth involves up to 3 key characters (preferably 2 characters). This will be

a 1 player game for a more mature audience who would be able to

identify with the older fable/myth but applied in a different context or

situation.

The challenge that our team faces includes completing certain stages within the deadline

and meeting the requirements of the topic.

This includes:

1)  Coming up with 2 game ideas for each topic during our first pitch (Total of 8

ideas)

2)  Picking the best 3/8 game ideas and improvise on it (add in details)

3)  Picking the best 2/3 improvised ideas and make a paper prototype (Balance the

game)

4) 

Making a digital game (Final product)

Version 1.10

Ideation process

Our team had a few meet ups and discussed on the topics and the games that we could

make out of it. Our team decided that each member will come up with an idea for each of 

the topic, and we’ll choose the best 2 out of each topic. After choosing the best 2 for each

topic, our team discuss on ways that we can improve on, to make the game idea(s) suitable

and have a strong stand.

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GO! Cargo! – Game idea

Pure speed game, Accuracy

Players will start off with a warm up level to let them know the rough idea about how the

game is and how is it played.

Warm up level:

Red Blue Orange Green

Ample space here to allow player to think and time to react (mistakes to be made)

If you receive a red box, you need to flick the red box into the ‘Red’ luggage scanner column. 

There is no time limit for the warm up level; however, players can skip the warm up level

after matching 15 correct boxes to the correct column.

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Player will move on to Level 1 after completing the warm up level. However, Level 1 will

look different from the warm up level but still look similar as the concept is the same. (Refer

to the next page for image)

U.S.A China Singapore Japan

However, the space allowed here is more compact which allows no mistakes.

If you receive a box with a picture of the country flag (Example above: U.S.A flag), you need

to flick the box into the ‘U.S.A’ column. 

New rules:

- Player only has 3 seconds to flick the box

- Only 1 life (Allow no mistakes to be made)

- Scoring system: (Score to be considered again)

o  3 seconds 10 points

o  2 seconds 30 points

  5 continuous flick within 2 seconds will result in combo ‘COOL’ (more

points)

o  1 second 50 points

  5 continuous flick within 1 second will result in combo ‘PERFECT’

(more points)

As player gets to the next level (or higher level) new flags will be introduced.

At the end of the game, players will know the flag for various countries.

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Our team had a few tweaking since the game idea that we have is on educating youths

about the countries and not airport:

1)  Brainstorm on the topic and making sure that our game meets the

requirements, theme and purpose.2)  We had a discussion with our supervisor and improve on the parts that are

weak.

3)  Our previous idea is not so much on educating about the airline but countries, so

we did an improvement and made some changes.

After having the improvements made, we have a more strong idea than our first version.

The changes that we include are:

1)  Changing the weak parts

2) 

Meeting the requirements (theme and purpose)3)  Drawing out our team’s concept/ game idea for easy visualization

GO! Cargo! – Game idea (Improvised)

Passenger’s Luggage  Passenger’s Luggage

(Fragile)

Cargo Freight Cargo Freight

(Fragile)

The space allowed here is more compact which allows no mistakes.

If you receive a box with a picture of the cargo freight which have the word fragile on it, you

will have to flick it accordingly to the matching picture.

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Version 1.2.0 - Improvisation 

After our Pitch 1, our team chooses 3/8 game ideas and improvised on it.

Improvement includes:

1)  Adding aesthetics to the game

2)  Drawing out the play area (Visualize)

3)  Justification to the changes we make

GO! Cargo! – Game idea (Improvised 2)

Words that show out when continuous flicks, to motivate the player to do better

(aesthetics)

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There will be a bonus stage when certain conditions are fulfilled.

Appropriate boxes will fall onto the correct location for the player to flick into the cargo

system. Only 30 seconds, and fragile cargo will still be broken if carelessly played.

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Version 1.3.0 – Paper Prototype

A few considerations are: the time factor and the mechanic need to be the same as the

digital version that our team have to make.

Our team quickly did the prototype for the GO! Cargo! after taking note of the

considerations. Our supervisor said that the needs to have the time pressure.

Guiding cards (To guide players on where to place the cards)

Left to Right: Luggage, Luggage Fragile, Cargo Freight, Cargo Freight Fragile

Player have to place the cards at the corresponding place (similar to matching game)

This time, the Luggage card and Luggage Fragile card must not be in the same colour at any

time. Same goes to the Cargo Freight card and Cargo Freight fragile card.

Example:

Luggage is Red and Luggage Fragile is Red, this is a wrong. In this case, player has to put the

Luggage Fragile card aside and continue placing other cards until the Luggage card is

replaced with another colour card.

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Version 1.3.1

This game falls under the CAAS AI P&D FYP BRIEF: Themes, Objectives, and Experiences for

Target Audience

After having heard the suggestions, our team did another prototype and play tested it on a

few friends of ours. The game on GO! Cargo! seems to be fun as commented from the play

testers. However, our team still finds that the game is not at all similar to the digital version

that we will be having, so we moved on to changing and improving on it to make it more

similar.

Version 1.3.1.1

Our team think of ways to make the game of GO! Cargo! more similar to the digital version

game play and adding in the time pressure, making it more balanced.

The changes include:

1)  Adding in the time pressure, where the AI needs to distribute the cards

accordingly to the time intervals

2)  Limiting the number of cards that the player can hold on to (if the cards left

aside reaches 10, the player loses), this also adds on to the time pressure; as

player cannot take their own sweet time to play.

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Game Overview

Game Concept 

In this game of GO! Cargo! the cargo system is being introduced to the players. GO! Cargo!

educate the youths on cargo logistics and management. There are luggages and freights to

be sent to the system, and some are even fragile. Player will have to send in the luggage,

fragile luggage, cargo freights and cargo freights fragile by placing them in the correct

system. However, under the same category, the system does not allow the same colour. The

game ends if the player has more than 10 cards left aside. Player will win if player clear all

the cards.

Game ComponentsComponents Description

1 x Guiding cards

(Play area)

No colours on card. Its main purpose is to guide the player

on where to place/match the

corresponding cards.

4 x Category 1.  Luggage

2.  Luggage Fragile

3.  Cargo freights

4.  Cargo freight Fragile

There are 4 different category, including

the fragile ones.

4 x colours for

each category

1.  Red

2.  Pink

3.  Green

4.  Blue

There are 4 different colours for each

category.

1 x stopwatch Stopwatch to record the time Stopwatch is needed as there are time

intervals that the AI player needs to

follow. Having a stopwatch will ensure

fairness.

1 x Game Rule A set of game rules Written rules to be followed.

2 x Players 1 player

1 AI

Player to play the game matches the

corresponding cards to the same

category.

AI to distribute the cards to the player.

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Target Audience

Our team’s targeted audience are youths, as the purpose of this game under the CAAS topic,

is to create a game for youths to generate interest and educate youths on concepts based

on the Aviation industry.

  The casual game that we have made, GO! Cargo! is definitely suitable for the topic,

as it educates youths on the cargo logistics and management.

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Gameplay and Mechanics

Gameplay

2 players will be needed in this game.

Player 1 (AI) needs to shuffle the 64 cards (4 category x 4 colours x 4 cards), face the

shuffled cards down on their hands, and distribute it to Player 2, one by one according to

the time interval (refer to stopwatch’s time). 

Player 2 will have to match the cards to the corresponding cards (Guiding cards). However, if 

player gets a card that is of the same colour with the other placed card at the play area,

player has to leave the card aside. 10 accumulated cards left aside will cause the player to

lose.

The game ends if the accumulated card reaches 10.

Objective

Player 2’s objective is to clear all the cards. 

Mechanics

Movement

The Mechanics for our game is simple. Player 2 moves the cards by picking up the cards that

Player 1 distributed and places it on the corresponding cards at the play area. There is no

defined movements, no restrictions.

Action

The actions made by the player could affect the overall results of the game.

For example: Leaving the cards aside

If player leave the cards aside, not because the card cannot be placed, this will result in

more cards accumulated and cause the player to lose.

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Management

Detailed Schedule

21.04.2012Field Trip to Airport

After being brief on our FYP, our team planned the venue and the time to meet, and went

all the way down to the Airport for our very first field trip. We chose to go to the Airport as

most of the topics is related to the airport. Our team thinks that going down and have a look

at the surrounding of the airport will definitely benefits us.

22.04.2012

Discussion 1

Our team size is small and too much works to be done. So we divide our work carefully andequally and make use of the time that we have. We want to get things done as soon as

possible, of quality too!

Areas that we discussed include:

  What kind of game is suitable for the topic?

  How will the game be fun?

  Who is our target audience?

  What kind of games will our target audience like?

24.02.2012

Brief ideas that we had previously improved and now our team had more ideas than what

was expected! We're only missing out on the stories (fables & mythology) idea.

29.01.2012

Discussed on the idea for Fables & Mythology

01.05.2012

Meet up with our supervisor. He commented on our game ideas and gave us some

suggestion on the weak part that we can improve.

Had a team discussion on tomorrow's pitch, did a PowerPoint, highlighting the things that

we need to say and had a small rehearsal on our presentation for tomorrow's pitch!

02.05.2012

Pitch 1

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06.05.2012

Choosing the best 3/8 game ideas

After choosing and giving it a name, the following are the 3 games that we have chosen:

1) GO! Cargo!

2) Service Rush3) Snake Maze

We also did an improvisation of the 3 games

08.05.2012

Meet up with our supervisor. He gave us some suggestion on ways we can improve on our

game idea.

09.05.2012

Pitch 2

11.05.2012

Choosing the best 2/3 improvised ideas

Making it to a paper prototype (ideas)

14.05.2012

Making out the prototype

16.05.2012Meet up with our supervisor, and show him our prototype.

He commented that our game needs to add in the time pressure, as the current one does

not have the time pressure.

18.05.2012

Team meet up and discuss on ways that we can include the time pressure.

Did changes to current prototype, added in the time pressure.

19.05.2012

Play test among team members.

21.05.2012

Meet up with our supervisor. He commented that our current game is interesting.

22.05.2012

Improve on our current paper prototype for GO! Cargo! (Try to balance the game)

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23.05.2012

Done with balancing the game. Complete prototype.

Create rulebook

Team decides on a play testing method to find out the ‘fun’ in the game. Chosen method is

‘Think Aloud’. Team plans out the questions to be asked during play testing. 

24.05.2012

Team carried out their play test on testing out the ‘fun’ on more than 15 people and collect

result.

Compile results.

Did a playtest report.

25.05.2012

Video down the game on Service Rush

Team did a documentation of their game, and updated their GDD and Rulebook on the

changes made overtime.

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Playtest Result

Feedback(s)

Feedbacks for our very first version of GO! Cargo!:

  Game looks colourful.

  Game is easy to understand.

  Players think that shuffling the cards is a waste of their time, and the other player

will get to go ahead of them.

  Players find that shouting ‘GO! Cargo!’ is unfair, as at times, they do not know who

shouts first.

  Players find that getting the cards for not shouting first is very troublesome and

waste of time. As the cards that they get are all in the same category, finding it

pointless.

  Players find that the cards are confusing as the cards under the same category

(fragile and non-fragile) looks almost similar.

Feedbacks after improvement make:

  Rule and Game is easy to understand.

  Objective of the game is clear.

  Decent challenge in the game.

  Game is challenging, with the time pressure implemented.

  More fun to play with.

  There is no wasting of time after change the game play.

Results and Observation 

Overall, the Analog version of GO! Cargo! that our team created is considered to be fun.

Negative feedbacks from play testers were improved on. The mechanics had been improvedand is closer to the Digital version.