Friday, February 10, 2012

Paperboy Clone

Side-Scroll, paper-boy style game.
(Will fill out this information when I get home where the dry book is.)




Physical Dimension:
1. Does my game require a physical dimension? What is it used for? Is it an essential part of gameplay or merely cosmetic?
--- Side scroll game.    End of the level is at the other side of the map.   Essential Part.

2. Leaving aside issues of implementation or display, how many imaginary spatial dimensions does my game require? If there are three or more, can objects move continuously through the third and higher dimensions, or are these dimensions partitioned into discrete "layers" or zones?
--- Two dimensions, Everything game interactive is on a flat plane.

3. How big is my game world, in light-years or inches? Is accuracy of scale critical, as in a football game, or not, as in a cartoon-like action game?
---- Scale isn't important.   Cartoony like.

4. Will my game need more than one scale, for indoor versus outdoor areas, for example? How many will it actually require?
--- No, just some top/side views to give perspective as in the last 2 pictures.

5. How am I going to handle the relative sizes of objects and people? What about their relative speeds of movement?
---  The game objects move in relation to the buildings, but are effected by the screen's scroll and being hit by a paper.

6. Who is my world bounded? Am I going to make an effort to disguise the "edge of the world," and if so, with what? What happens if the player tries to go beyond so?
-- Movement restricted to one direction / speed.   

Temporal Dimension:
1. Is time a meaningful element of my game? Does the passage of time change anything in the game world even if the player does nothing, or does the world simply sit still and wait for the player to do something?
Yes, the screen is moving, so you have to keep going.

2. If time does change the world, what effects does it have? Does food decay, and do light bulbs burn out?
-Nope... Irrelevent

3. How does time affect the player's avatar? Does he get hungry or tired?
Time runs out, he doesn't get paid.

4. What is the actual purpose of including time in my game? Is it only a part of the atmosphere, or is it an essential part of the gameplay?
Essential.

5. Is there a time scale for my game? Do I need to have measurable quantities of time, such as hours, days, and years, or can I just let time go by without bothering to measure it? Does the player need a clock to keep track of time?
-It has a timer

6. Are there periods of time that I'm going to skip or do without? Is this going to be visible to the player, or will it happen seamlessly?
-Delay between levels.

7. Do I need to implement day and night? If I do, what will make night different from day? Will it merely look different, or will it have other effects as well? What about seasons?
-Nope

8. Will any of the time in my game need to be anomalous? If so, why? Will that bother the player? Do I need to explain it away, and if so, how?
-No.  Simple timed game.

9. Should the player be allowed to adjust time in any way? Why, how, and when?
Yes, slower/faster for game difficulty.

Environmental Dimension:
1. Is my game world set in a particular historical period or geographic location? When and where? Is it an alternate reality, and if so, what makes it different from outs?
- Suburban Generic.

2. Are there any people in my game world? What are they like? Do they have a complex, highly organized society or a simple, tribal one? how do they govern themselves? How is this social structure reflected in their physical surroundings? Are there different classes of people, guilds, or specialized occupations?
- People are accidental targets, bad points.

3. What do my people value? Trade, martial prowess, imperialism, peace? What kind of lives do they lead in pursuit of these ends? Are they hunters, nomadic, agrarian, industrialized, even postindustrial? How does this affect their buildings and clothing?
Their newspaper doesn't get delivered, they don't play

4. Are my people superstitious or religious? Do they have institutions or religious practices that will be visible in the game? Are there religious buildings? Do the people carry charms or display spiritual emblems?
-They curse the paperboy when hit.

5. What are my people's aesthetics like? Are they flamboyant or reserved, chaotic or orderly, bright or subtle? What colors do they like? Do they prefer straight lines or curves?
-Generic suburban boring.

6. If there aren't any people in the game, what are there instead, and what do they look like and how do they behave?
-- Dogies steal the papers...

7. Does my game take place indoors or outdoors, or both? If indoors, what are the furnishings and interior decor like? If outdoors, what is the geography and architecture like?
Outdoors.   Generic Suburban.

8. What are the style and mood of my game? How am I going to create them with art, sound, and music?
-- Corny and funny.   

9. How much detail can I afford in my game? Will it be rich and varied or sparse and uncluttered? How does this affect the way the game is played?
--- The better neighborhoods are more detailed... more money for the player.

Emotional Dimension:
1. Does my game have a significant emotional dimension? What emotions will my game world include?
-Twitch Game... frustration.
2. How does emotion serve the entertainment value of my game? Is it a key element of the plot? Does it motivate characters in the game or the player himself?
--- Not at all.  Well maybe when a player causes trouble.
3. What emotions will I try to inspire in the player? How will I do this? What will be at stake?
--- When he gets paid, he is happy.
Ethical Dimension:
1. What constitutes right and wrong in my game? What player actions do I reward and what do I punish?
---- Breaking things, not delivering papers, hitting bystanders... wrong.  Don't get paid, or have to pay for broken things.
2. How will I explain the ethical dimensions of the world to the player? What tells him how to behave and what is expected of him?
--- Feedback from people in world yelling at him or thanking him.

3. If my game world includes conflict or competition, is it represented as violence or as something else (racing to a finish, winning an economic competition, outmaneuvering the other side)?
--- He gets paid.

4. What range of choices am I offering my player? Are there both violent and nonviolent ways to accomplish something? Is the player rewarded in any way for minimizing casualties or is he punished for ignoring them?
--- Buy the better bike next day.

5. In many games, the end -winning the game- justifies any means that the game allows. Do I want to define the victory conditions in such a way that not all means are acceptable?
--- You piss off enough people, then you get fired.

6. Are any other ethical questions present in my game world? Can my player lie, cheat, steal, break promises, or double-cross anyone? Can she abuse, torture, or enslave anyone? Are there positive or negative consequences for these actions?
--- He can break windows on purpose, but looses.

7. Does my world contain any ethical ambiguities or moral dilemmas? How does making one choice over another affect the player, the plot, and the gameplay?
--- Only to "mess up" on purpose.

8. How realistic is my portrayal of violence? Does the realism appropriately serve the entertainment value of the game?

--- Only property damage and pissed off customers...