In our earlier discussion about PX Goals and what we wanted our First-Person game to deliver to the player, it was decided that we would focus on mental and physical experiences such as anticipation, speed, analysing and coordination. As such we went forward and developed our ‘Emergency Taxi’ idea.
The ‘Emergency Taxi’ concept involves the player traversing an urban landscape filled with obstacles in order to rescue survivors from a natural disaster. These obstacles would take the form of debris such as rock, trees, garbage and general wreckage that occurs during a natural disaster such as a cyclone.
The following player stories originate from these key design elements of our First-Person game and follow the rules we have created for our game in terms of PX Goals.
- As the taxi, I want to avoid as many obstacles as possible in order to survive.
- As the taxi, I want to ‘collect’ as many survivors as possible in order to gain more time.
- As the taxi, I want to ‘collect’ as many survivors as possible in order to achieve the highest score.
- As the player, I want the taxi to be able to avoid obstacles in order to survive.
- As the player, I want the taxi to be able to travel quickly enough to get the maximum possible survivors.
- As the player, I want to ‘collect’ as many as survivors as quickly as I can in order to ‘collect’ more.
- As a survivor, I want the taxi to avoid the debris and be able to take me to the safe zone.
- As a survivor, I want the player to collect as many survivors as possible in order to gain more time and collect more.
- As the player, I will use my taxi to manoeuvre the landscape and find the shortest route to the survivors.
- As the player, I will use my taxi to take survivors to the safe zone in order to gain more time to play.
Vincent Bornaghi – N9463020
The game idea that we decided on is a Crazy Taxi Game with tropical style cyclone element. Describing the game can be done by saying its:
- Emergency and panic stricken (Sirens and alarms)
From these ideologies of the game, some images for reference were found and a mood board was constructed from here
Some further ideas for this style were the following:
By using the ideology of this style and mood of the game, we can further investigate the dimensions and other key look-and-feel elements of the game. As the game is set in a city, there will only be one spatial dimension which the player can interact with. Furthermore, as the game will be slightly realistic, the scale of buildings/cars and other objects will be important, otherwise we will start to drift away from the desired mood of the game. The outskirts of the city will be closed off so players will feel a further sense of enclosure and panic will be easier to create. The boundary of the city will be cut off by debris and other blockades such as wild winds.
The city will be set in the modern day, potentially around the 1980’s with that sort of era’s decorations flying around. It will also be close to a beach and have a somewhat tropical vibe to it, indicated by palm trees and other associable items from this area.
The setting will be largely outdoors with the geographical architecture being consistent with modern day city buildings (more beach side apartments, a couple of shopping centres, palm trees). Objects will be represented by their appropriate model, however, if the model cannot be found a placeholder will be used.
The people of the city will be panicked, however, there will be nothing special about the people, they are just ordinary people. The game will further draw out the desired mood with sounds such as howling wind, crashing trees/debris and sirens.