[video game design: binko s dragstrip february 3rd, 2018 · [video game design: binko’s...
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[VIDEO GAME DESIGN: BINKO’S DRAGSTRIP] February 3rd, 2018
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Game Link : http://arcade.gamesalad.com/games/146791
Video Game Design
High School
Montgomery, PA
2018
Team 2041-901
[VIDEO GAME DESIGN: BINKO’S DRAGSTRIP] February 3rd, 2018
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Table of Contents:
Purpose and Description . . . . . . 3
How to Play . . . . . . . . 4-5
Self-evaluation . . . . . . . 6
Hand-drawn Storyboard . . . . . . 7-8
Screen Captures . . . . . . . 9-10
Hardware and Software used in Development . . . 11
References . . . . . . . . 12
Permission Letters for Copyrighted Material . . . . 13
List of everything not Created by the Team . . . . 14
Plan of Work log . . . . . . . 15
Student Copyright Checklist . . . . . . 16
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Purpose and Description
Binko’s Dragstrip is a top-down 2D racing game. Binko picks up a car to race on a long straightaway
street in an attempt to become the city’s most famous street racer. Along the way, Binko finds himself
racing rough and tough street racers while collecting turbo boosters for his car and trying to avoid
damaging it. The aim of the game is to win all the races and become the most feared street racer in the
city and eventually take Binko on to professional racing. The game includes power-ups that can collected
on the racing track that can be used to boost you to brand new heights. The game includes a upgrade for
the car’s maximum speed, a power-up that repairs all damages that your car may have taken by crashing
into other cars and walls, and a power-up that fills up the player’s boost bar. The player can use the boost
to gain a temporary massive speed boost to put the player into first place fast. The main movement
controls are based around the WASD keys and spacebar on the keyboard. Binko’s Dragstrip includes
many dangerous hazards that players will have to dodge on their way to getting Binko to go pro.
The purpose of the game is to entertain players with a captivating and immersive racing experience
that will keep them on their toes with fast-paced and constant action. The game encourages players to
practice and live out their dreams as efficiently as possible. Our intent was to inspire players to take bold
actions by the time they are finished with the game. We hope that everyone who tries out our game
enjoys it thoroughly and wants to play it over and over again. Our inspiration for the game was that we
thought a racing game wouldn’t be too far out of our ballpark to create with this year’s theme and the
name was inspired by a classmate of the team. The intended audience of our game is people of all ages.
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How to Play:
Movement Keys Miscellaneous
A Move left
Space
During cutscenes and on menu screens, the spacebar will be used to move to the next scene, or it is used to continue the cutscene.
D Move right W Jump S Reverse/ Stop
Space Bar Activate Nitro
Symbol Item Description
Road/ Race Track Keep on the race track to go as fast as possible.
Grass Keep off the grass. Grass slows down your car.
Special Blocks and Tiles:
Symbol Item Description
Max Speed Upgrade
The player can collect this item to increase the car’s maximum speed.
Repair Damage
The player can collect this item to repair all damage accumulated.
Fill Nitro Boost
The player can collect this item to fill the player’s boost.
GO Light This starts every race. Once it flashes green, floor it!
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In a Race:
At the start of a race a stoplight will appear. Once the stoplight flashes green, use the movement keys
to maneuver around the track. The player needs to cross the line in first place after five laps to win the
race. Collect upgrades and avoid colliding with walls and other racers in order to keep your car intact. If
your vehicle runs out of health the race will be restarted.
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Self-evaluation:
The development of our game came with ease. Although our team worked well together, we did have our ups
and downs. When we first made the game for the Regional conference, we decided it would be best to split up the
work based off of our strengths. This resulted in having one group leader who developed the storyline, one member
programming the game, one member designing the background music, and one member creating all of the
graphics. We decided it would be best to help and teach one another the different aspects of our tasks. This change
in approach especially helped our team when we individually were struggling with an obstacle of our task, such as
using Adobe Photoshop CC to make the graphics and writing the documentation.
With a goal set to better all areas of our project, we knew we had our work cut out for us. Our team worked
tirelessly taking the entire project back through the design process, pulling apart and critiquing every aspect of the
project we could manage to change in the time we had. Originally, our storyline was based on trying to become as
cool and tough and possible. In reflection of our own process of creating the game, we decided to change the
overall lesson of game by altering the ending of the story. We now understood that trying your best to pursue your
dreams is better.
We feel that we were able to accomplish an aesthetically pleasing, well programmed, easy to learn game that is
universal through all ages. We feel this way because the overall look and user ease of activity was easily
understood and enjoyed by several different age groups while testing the game. The main responses came out
overwhelmingly positive.
We spent countless hours editing, rethinking, and reorganizing our documentation until we felt it was
proficient. We felt that it was essential to help the viewer of our documentation just as much as our game players.
In order to do so, we designed color coded headers, margin indents, and change in type classification to make
reading and navigating easier. The documentation, as well as the directions include images of actual in-game
power-ups or objects the player will encounter, which allows the reader and or player to familiarize themselves
with game characteristics. As a result, we are extremely proud of our work.
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Hand-drawn Storyboard:
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[VIDEO GAME DESIGN: BINKO’S DRAGSTRIP] February 3rd, 2018
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Screen Captures:
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Hardware and Software Used in Development:
The game was programmed and developed with GameSalad. The graphics we created were made in
Adobe Photoshop. The music was created in GarageBand, and the sound effects were used by editing a
variety of sounds in GarageBand, such as modifying a water sloshing recording to create the beeping
stoplight. The cost of development was $0.00.
List of Software used:
- GameSalad
- Adobe Photoshop
- GarageBand
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References:
2041-002, 2041-004, 2041-005, and 2041-006. Binko’s Dragstrip Graphics. Digital image. N.p., n.d.
Web.
2041-002, 2041-004, 2041-005, and 2041-006. Binko’s Dragstrip Sound Effects. N.d. MP3.
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Permission Letters for Copyrighted Materials:
Our team created everything in the game.
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List of everything not Created by the Team:
-
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TSA LEAP LEADERSHIP RESUME – TEAM EVENT TEAM IDENTIFICATION Team ID: 2041-901 Competitive event: Video Game Design Level: High School
LEADERSHIP EXPERIENCES (specific to a competitive event) • Lead each other as a team to produce an impressive product. (Do) • Be creative in creating the storyboard and graphic design. (Be) • Use formulas and expressions to code and develop the game. (Know)
LEADERSHIP EXPERIENCES (connected to one or more of these categories: Leadership Roles; Community Service/Volunteer Experiences; Leadership Development/Training; College/Career Planning)
• Fundraised for our TSA club which allows us to go to the states competition. (Do) • All members are a part of the school’s TSA officer team. (Be) • Helped others with work in our TSA club. (Do) • Attended a Quest leadership day at Bloomsburg University. (Do)