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IPHONE APP Trakz Genera : 2D Physics Puzzle Project Proposal OVERVIEW: This App is a puzzle game in which the

player uses a variety of objects to get a ball to a goal. Different tracks, objects, and interactive objects are available, each of which effects the ball in a different way. Every object costs the player a certain amount of money, and the player then receives money after completing the level and gaining achievements. The purpose of the game however is not to reach the finish or goal, but rather to build the most creative and advanced course possible in order to get the ball to the goal. For instance, a player may make a simple track, which the ball follows, and gets to the goal, and the player will receive a small amount of money; if the player makes an advanced course, using multiple objects/tracks, the player will receive a greater amount of money. Every level can be completed using simple objects and, while doing this may vastly slow down how fast the player advances through the game, it provides an ease of use for younger players. The game follows the following flow while also going through different levels. Build a course Get money Build a more advanced course (more money = the ability to buy different objects) Get even more money As said earlier, the purpose is creativity, about creating your course, about gaining money and achievements. This is not a simple draw your way to the goal game. Money: The money system is the driving force of this game. The player spends money in order to create the course, then receives money when the it is completed. There are multiple ways for the player to receive money 1) Get the ball to the goal: The player will receive money after every successful run, with the more advanced courses gaining more money then the less advanced courses. 2) Achievements: This is where the majority of the money will come from. The player will receive money for every achievement they unlock. 3) Deleting items: If the course is unsuccessful, the player can

delete items that will give them either a full or partial refund (after a successful run the course will be deleted) 4) Buying money: A player can purchase a large amount of money (for an extra dollar, or course) Money is a crucial part of the game because it determines the complexity of a course. The more money a player has, the more objects they can purchase, the more complex their course (and then the more money they get for a successful run) Achievements: The completion of the game is not based off of weather or not the ball hits the finish. While yes, it gives more money to the player, every level can be completed using only a few simple objects. Instead, the player wins a level if they unlock every achievement available for that level. (Each level will have 4-5 achievements) This lets the game get progressively harder, without the level design having to be brilliantly designed. Achievements vary per level, here are a few possibilities: 1) Get the ball to the goal 2) Use x amount of objects in your course 3) Spend x amount of money on your course 4) Use x object y amount of times in a single run 5) Complete the level without using x objects 6) Complete the level using only track 7) Complete the level using only objects 8) Complete the level in x amount of time Each achievement gives the player a certain amount of money, with the amount increasing as the levels get harder. Multiple achievements make each level completely different, and lets the player do the same level multiple times without getting bored. Level Design: The level design on this game will actually be pretty simple. Each level will provide barriers or objects to go around. The focus of the game isn't to constantly bombard the player with failure, though. Because of that, there won't be many objects where the player automatically loses if the ball hits (spikes / fire / etc) The barriers are there to change the level, change the course the player must build, and maybe force them to use an object or two on later levels. The complexity of the level will come through the achievements, not the difficulty of actually completing the level. This is meant to keep the frustration down while still remaining a difficult game.

Items Items are purchased by the player in order to create a course of varying complexity. Some items are more expensive than others and are meant to be used on later levels. The two main categories for items are tracks and objects. Tracks are drawn by the player (swiping their finger) and objects are placed in certain areas. The combination of the two creates the course. There are two types of objects interactive and non-interactive interactive The player hits the screen at a certain time for the object to do something non-interactive The objects does something automatically Interactive objects lets the player control his/her course a bit more and gives them something to do instead of just watching their course unfold. Here are some possible objects 1. Trampoline: non-interactive; bounces the ball into the air 2. Cannon: interactive; once the ball hits the cannon, it starts to rotate back and forth 180 degrees horizontally. The player must hit the screen for the cannon to shoot the ball in a certain direction 3. Fan: non-interactive; pushes the ball either right or left 4. Plane: interactive; when the ball hits it, the plane holds onto it (cargo) and begins to fly across the screen. The player hit the screen for the plane to drop it. 5. Transporter: non-interactive; transports the ball between two transporters. This will make completing a level very easy, but the player will not earn much money from using it this way. It's main use will be to transport the ball somewhere to continue the course. Different tracks will be available as well. Each track will cost a different amount (based on the length) and effect the ball differently. Here are some possible tracks Black track: normal track, cheapest, starting levels Blue track: bouncy, beginning, not as bouncy as trampoline Purple track: sticky, used for going uphill Red track: increase speed Green track: decrease speed Gold track: most expensive, ball sticks to it and follows it the entire length of the track

Concept Art:

Note that none of the graphics seen here will be in the final version. This is a simple version to give you an idea about what it will look like. The final version will be in this type of cartoony feel. Below are some of the objects explained: A: Button that brings up the achievements for the level Objects: This is how the player will purchase objects. Objects will be shown in that area and can be changed by swiping your finger left or right to go through the list. All tracks/ objects will be here. To buy a track, tap the object to select it and start to draw, tap again to deselect. To buy an object, tap and drag the object to the position you want. Objects can be repositioned. All objects are always available for purchase (money is the limiting factor) Scroll: Still unsure about this one. Should there be a way to scroll around, make the level bigger? $$$: says how much money the player has left. Decreases automatically when an item is purchased. H: Takes the player back to the home page Blue ball / red flag : The ball and goal Blue barriers: Unmovable, there when the level starts Objects / Tracks: purchased items Background: Simple in the example but will be more artistic in the final version.

Aside from the levels, the game will include a main menu, an achievement menu saying the achievement per level and if they have been accomplished (the player can view the achievements for the level they are on by hitting the icon during game), a level select screen (star over a level if all achievements have been completed, and a screen shown after the level has been completed (saying how much money they earned, if they completed an achievements, etc) Conclusion This is a fun little app where player's be creative and have fun creating a course. It should be easy enough to play and accomplish levels so a younger or unskilled player can play, and can also be as complex or advanced as the player wishes. The replay value is high as so many different courses can be built, players replaying the same level (or going back to previous levels) in order to complete achievements. The game is not designed so a player goes from level 1 level 2 etc, a player may get two out of four achievements on level one, then go on to level two or three, then go back to level one to complete the last achievements when they have enough money. The app will be sold for around 99 cents. I hope you're inspired to help me, I think this can be a fun and successful project.

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