Finaldesigndoc
Finaldesigndoc
Finaldesigndoc
SAT POP
Version (1.0)
Created (Spring 2016)
Nicole Burke
Britanni Brown
Alex Doucette
Chris McDogall
Table of Contents
1: Project Overview
1.1
1.2
1.3
1.4
1.5
2: Game Overview
2.1
2.2
2.3
2.4
2.5
Overview
Player motivation/ narrative
Self-representation
Environment
Level Overview(s)
3: Gameplay
3.1
3.2
3.3
3.4
Game Mechanic/s
Player Motivation
Feedback/Scoring/Assessment
Coding Challenges
4: Artwork
4.1
4.2
4.3
4.4
Color Scheme
Concept Art
Menu Screens
UI setup
5: Game Layout
5.1
5.2
5.3
5.4
5.5
Camera Setup
Game Controls
Game Mode(s)
Player Count
Hours of Gameplay
6. Usability / QA
6.1 Player experience
6.2 Game assessment Summary of play testing over time.
6.3 Problems/ Plans for Improvement
1.3
1.3
Hooks
Genre
1.5
Overview
Executive summary
This game will be a study aid designed to help high school
students to learn SAT words. Our game will be loosely based off
of the game Agar.io. In Agar.io the player must more around the
game space, collecting little blobs. As the blobs are collected the
player grows bigger until it is big enough to absorb other players,
and then grow larger still.
In our game, the word will be displayed along the top of the
screen along with a sentence that shows how the word is used in
context, and the player will have to move around and collect the
synonym for that word. There will be synonyms and antonyms for
each word, and the player will collect them before moving on to
the next word. The faster all the synonyms are collected, the
more points the player will earn. If the player is inactive for a
certain amount of time, some of the extra words will disappear,
leaving the player with fewer choices for the correct answer.
Each time words disappear, the players score for that round
goes down.
There will be levels in this game. In the earlier levels, there will
be fewer synonyms for the player to choose from and as the
player progresses there will be more synonyms on the board.
Our game will be designed for mobile phone gaming as to reach
the target demographic easier. The target audience for the game
would be high school students. This would be a great learning
tool and a great study guide for young adults preparing for the
SATs. To start we will focus on the top 100 SAT words according to
the Princeton Review. If the play tests are successful then we can
expand it.
2.2
Player motivation
Statistics are collected at the end of each question and each
round. Said statistics are the average time it took the player to
find the correct answer, their score for each word, and how many
words the player got right on their first try. Combined, this allows
the player to see how theyre progressing through their practice
and in turn provides valuable data for the leaderboards to show
how people are dealing with each word. These statistics will also
allow the player to see which words theyve got down pat and
which ones they really need to work on.
2.3
Self-representation
A circle represents the player that they move around the game
field to collect the correct synonyms.
2.4
Environment
We want the environment to be colorful and fun. Agar.io is a very
fun and color based game. We want to have the same type of
environment. We want to keep the player interested in every
possible way.
2.5
Level Overview(s)
In the beginning of the game, they player will face 5 levels of 20
words each. These levels will be easier so that the player can
have some time to get accustomed to layout of the game. The
levels should go by pretty quickly, a word and a sentence using
that word in context will be displayed at the top of the screen. To
clear that word and display the next one, the player has to move
through the game field and choose the correct synonym for the
displayed word. After completing the first level the player will be
introduced to a few sentences missing words. Sentences will be
displayed one at a time and there will be multiple options for the
player to select the correct solution. The sentences at the end of
each level will be chosen based on which words the player got
wrong. The sentences will serve to help players remember words
they are struggling with. As the player progresses through the
first set of levels, we will make the game harder by offering
fewer hints, and having more words on the board.
3: Gameplay Alex
3.1
Game Mechanic/s
The mechanics of the game are simple. The players goal is to
move around the board and gather up various pieces that will
lead them to find a certain word. These pieces can be synonyms
or parts of the word. The player will be given the definition of the
word, and an example of a sentence to provide the player with
hints for figuring out the word. There will be other synonym
words and word parts for different words scattered around- the
player does NOT want to collect these, as it will lower their score.
The goal of the game is obviously for the player to learn the
meaning of the word. As a result, the game will not completely
punish the player for misspelling words. If the player gets a word
wrong, some of the other pieces will disappear to make the game
easier, or the game will provide a better hint for the player. This
will lower the points the player earns, but they will at least have
a chance to learn the word better.
3.2
Player Motivation
The motivation is obviously for the player to learn these words,
but also have an enjoyable experience while playing the game.
This is a game that is designed to help the player learn while also
having fun. The players motivation should be a desire to learn,
but in a way that is enjoyable. While we do want to focus on fun
mechanics that make the game enjoyable, we also want the
presentation of information to be helpful and easy to remember.
3.3
Feedback/Scoring/Assessment
The game has several ways of giving you feedback and
assessing the players gameplay. Each time the player completes
a word; they will receive points based on how much it took for
them to figure it out. The player must gather the necessary
pieces on the board to complete the word based on its definition
and the sentence given. Our main goal here is to teach the
player the words, but not punish them for not knowing what the
word means- this game is supposed to teach them that. As a
result, the game will instead provide more hints and remove
other synonyms (ones that do not belong to the current word the
player is solving). This will make finding the word easier, but it
will also lower the score. The game will assess the player and
give them points based on how many hints they needed.
3.4
Coding Challenges
The coding of the game could be accomplished in several ways,
including Java, C++, or C# coding. It would mainly be coding
how the player moves, how the pieces move around him, and
how the UI would function.
For the player, the code would be basic movement mechanics
that would allow the player to roam the map.
As for the pieces, they could possibly be coded for slow
movement, and the code would require there to be several word
pieces floating around the map at a given time. As the player
uses more and more hints, these pieces would be coded to
disappear to make the players task of finding the given word
even easier.
The main coding challenges would be within the UI. The game
would have to be coded to give you a word, a set of hints for that
word including the definition and mad libs, and then the game
will have to spawn the proper pieces on the board for that word.
This will have to be done for at least 100 words, making this the
true challenge. In addition, there will be a score to be saved and
kept that changes depending on how many hints the player
chooses to accept. All of these scores will then be kept in a
leaderboard to determine the greatest scores among friends.
4: Artwork
When the player is learning the words via synonyms, we did not
pick a specific color yet, because we want to use a lot of different
colors. We want the colors to not only reinforce out teaching
goals, but we want them to make the game more aesthetically
appealing.
The overall style of the game should be kept simple yet
attractive to the eye in order to keep the appropriate atmosphere
for a learning game. With this strategy, the player will be able to
focus on the correct things and not be overwhelmed by colors,
graphics and the like.
For assessment, I have placed a score count at the bottom of the
screen, and the time counter at the top near the word
dashboard. This way information is not too cluttered and the
aesthetic of the game is cohesive and simple. Also so that there
is not a clash in the overall color of the circles, I have made the
feedback for right and wrong answers to be a sort of flash or
highlight around the player after they have made their decision.
A red flash will show for wrong answers and a yellow flash will
show for right answers.
4.1
Color Scheme
I have decided to use contrasting colors for the aesthetic of the
interface and the background. For the background, Ive keep the
colors pastel so that they wont be too overbearing on the player.
This will also help to differentiate the gameplay from everything
that is not gameplay. The circle pattern has no purpose other
than to compliment the games pieces. I have decided to use a
white box lined with a reduced fuchsia for the interface as purple
is a pleasant contrast to purple.
4.2
Concept Art
4.3
Menu Screens
4.4
UI setup
Instructions: The instructions for the game are quite simple.
Each time the game presents the player with an example SAT
word, a timer will start counting up. There are several words on
the screen the player must choose from, and the player must
choose the more common synonym from that group of words on
10
the bottom of the screen. When you tap the right one, the game
gives you a nice little Good job! message and the internal timer
stop. This value is then calculated and converted into a value for
your score. Faster answers allow higher scores! Rinse and repeat
until the game is complete.
5: Game Layout
5.1
Camera Setup
This is a top-down/tabletop game, so a simple camera setup
would be all that is necessary. The art style is 2D in its current
state and looks best viewed from the angle it was designed from.
Game Mode(s)
The main game mode is a simple synonym and antonymmatching mode where a word and an example sentence (using
that word in context) is given at the top of the screen and the
player needs to move around the playing field to find the correct
synonym for that word.
5.4
Player Count
The game is very simple, requiring only one player, as it is
intended for self-assessment. However, there are minor elements
of competition and pseudo multiplayer due to the games
element of leaderboards.
5.5
Hours of Gameplay
11
6. Usability / QA
6.1 Player experience
In the play tests we held in class, the players seemed to find the
game easy to navigate. The rules are not too complex so it was
easy for the player to understand what was being asked of them.
6.2 Game assessment Summary of play testing over time.
In our game we are giving the player feedback with their score.
The faster the player finds the correct synonym the higher their
score will be. When a player is taking too long to find the correct
synonym, some of the incorrect options will fade away leaving
fewer options for the player. The longer it takes for the player to
make the match, the lower their score will be.
After each level, there will be a bunch of sentences missing
words (like a mad-lib). The player will have to place the correct
vocabulary word in each sentence. The player is not locked into
any of their decisions until they click submit. Once the player
submits their mad-lib they are locked into their decisions and
they will be shown which words they got correct and which ones
they got wrong. Their accuracy will be displayed as a percentage,
which will act as a multiplier for the score they earned in the
level.
First Round of Play testing:
For our first playtest, we had everyone take a vocab pretest of 15
questions. The average of all seven tests was 63.85% with the
lowest score at 40% ranging to the highest score of 100%. Then
we started the play test, and it was very unorganized to say the
least. To find words we had to shuffle through the deck, and then
we were not sure if the correct answers were even on the board
because we had too many pieces to sort through. With the help
of the class we started to come up with ideas for a much needed
hint system. We decided that if the player is inactive for longer
than 45 seconds, incorrect options will start to disappear from
the game. That will give the player a better idea of what the
correct answer could be, but it will also give the player a lower
score. We decided to redo the play test with a smaller sampling
of words so that we have more control.
Second Round of Play testing:
12
13
14
11.
Enigma His disappearance is an enigma that has given rise to
much speculation
12.
13.
14.
Virulent A virulent strain of flu attacked both the very young and
the very old
15.
16.
17.
Dissonance He always had a dissonance between family and
school
18.
19.
Disparity There is a disparity between his ambitions and his
ability.
20.
21.
22.
Extol He loves to extol the beauty of the mountains surrounding
his home.
23.
15
24.
Diffident The young substitute teacher addressed the students in
a diffident manner.
25.
Blasphemy Blasphemy has been a crime in many religions and
cultures.
8.2 Mad-Lib Sentences
Mad Libs List
1.
10.
16
After the war, the countries were separated and gained ______ from
each other.
17.
Bastion () an institution strongly defending or upholding attitudes
or activities.
The church was a _____ for their religious family.
18.
Disdain () lack of respect accompanied by a feeling of intense
dislike
The smart girl had ______ for anyone she felt was dumber than her.
19.
The workers loved their boss, who was known for being very ______.
20.
She made sure the shows her children watched were _______.
21.
He was credulous when choosing friends, and often got into trouble
with them.
22.
The teachers pop quizzes were _____ and predictable to the students.
23.
17
26.
When the government was dissolved, the country flew into ______.
27.
She was able to make friends fast due to her ____ nature.
35.
Atrophy () decrease in size of an organ caused by disease or
disuse
I had to go to the hospital when my muscles ______.
36.
18
He was a kind and _____ man who always helped his friends.
41.
Avarice () reprehensible acquisitiveness; insatiable desire for
wealth
Though rich, he was full of _____ and wanted more.
42.
When they dropped the piano, the _______ echoed throughout the
house.
44.
When painting, she was _____ with her brush and produced delicate
work.
50.
Acquiesce () to agree
His goal of securing a promotion made him drown his boss in ______.
54.
19
55.
After their argument, his grudge towards his parents was very _______.
57.
58.
With how much he sped while driving, it was ______ hed receive a
ticket.
60.
Heretic (n) a person whose religious beliefs conflict with church
dogma
When the man disagreed with the church, he was branded a ______.
61.
His suggestions for improving their business were _____ and often
ignored.
62.
There was a ______ of books for the class, so some students had to
share.
64.
Capricious () determined by chance or impulse rather than by
necessity
He was ______ when planning his day, changing his routine all the time.
65.
Dogmatic () pertaining to a code of beliefs accepted as
authoritative
The girl was very _______ in obeying her parents rules.
66.
Their teacher was _____ and did not tolerate fooling around in his class.
20
69.
The college children were always tired and ____ in the morning.
70.
He was ____ with average grades, and did not strive to work harder.
71.
The dog showed his _____ to his master by giving him his bones.
73.
It was a good season for farming, and the crops were _____.
75.
The detective was correctly able to _____ the culprit of the murder.
76.
Conciliate () caused to be more favorably inclined; gain the good
will of
Her boyfriend brought her flowers to ______ her parents.
77.
They had to hire extra workers to ______ the building of their home.
78.
Contrite () feeling or expressing pain or sorrow for sins or
offenses
When confessing about lying to his parents, the boy was ____.
79.
Didactic () instructive
Diffident () shy
She knew no one at the party, and remained ______ throughout the
night.
83.
21
There was a ____ between her parents over what her bedtime should
be.
87.
He never enjoyed spending money and was known for his ______.
92.
When the boy lied to his parents, his brother ______ him.
95.
22
98.
The girl was ______ as she tried to sneak out of her house at night.
99.
11.
12.
Aesthetic - characterized by an appreciation of beauty or good
taste
13.
14.
Ascetic - someone who practices self denial as a spiritual
discipline
23
15.
16.
17.
18.
Disdain - lack of respect accompanied by a feeling of intense
dislike
19.
20.
21.
22.
23.
24.
25.
26.
27.
28.
29.
30.
Atrophy - decrease in size of an organ caused by disease or
disuse
31.
32.
33.
34.
35.
36.
37.
38.
39.
40.
Benevolent - showing or motivated by sympathy and
understanding
41.
Avarice - reprehensible acquisitiveness; insatiable desire for
wealth
42.
24
43.
Dissonance - disagreeable
44.
45.
46.
47.
48.
49.
50.
Acquiesce - to agree
51.
52.
53.
54.
Capricious - determined by chance or impulse rather than by
necessity
55.
Dogmatic - pertaining to a code of beliefs accepted as
authoritative
56.
57.
58.
59.
60.
61.
62.
63.
64.
65.
66.
67.
68.
69.
Heretic - a person whose religious beliefs conflict with church
dogma
70.
71.
25
72.
73.
74.
75.
76.
Conciliate - caused to be more favorably inclined; gain the good
will of
77.
78.
79.
80.
Didactic - instructive
81.
82.
Diffident - shy
83.
84.
85.
86.
87.
88.
89.
90.
91.
92.
93.
94.
95.
96.
97.
98.
99.
100.
101.
26
102.
103.