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Development Decisions
During development we start to implement a basic set for the first playable marked by 1-.
1- Start up screen. Buttons : go, quit, help , high score
1- Main screen, consisting the playing field Buttons: , help, pause, quit
1- Instruction screen (help) with explanation about the game and controls. Buttons : OK
- High score historical. Buttons : OK
1- minimum of 3 lines
1- stations
1- reroute possibility
1- Car
- Switch
- Derailment
- Defective tram
- Woman in labour
- Angry mob
##Actions
If the player is initiating an action the game is frozen until he conforms his or her choice.
1- Stop / start tram
1- Re-route tram
If re-routing is started the path will automatically be completed upto the next descicion crossing.
1- Tow car
- Communications sign (for stations)
- Repair crew HTM for switch
- Crane
- Ambulance
- Police (car?)
##measurements: 1- Generally the stations an a specific line will be visited in a regular schedule. (every # minutes) This means they can detect if a tram is to late. If so the disruption timer is set on. If all stations are cleared the disruption timer is stopped.
Levels: Only free play.
##Icon design: Generally the disruption is to be seen with a action button which the player can press. If an action is chosen this disappears and a action timer is presented.
- Every disruption / incident needs a representation;
- Action button;
- Every action results in a icon with a descending timer;
- A central ascending timer.
[To do list before Christmas](To-do List before Christmas)
Design Documents
- Game Synopsis
- Design questionnaire
- Test Plan
- Test Plan First Playable
- Test Plan Beta version
- First Playable Instructions
- Disturbance Design
- [Scoring Design] (Scoring Design)
- Power-ups Design
- [Development Decisions] (Development-Decisions)
Meetings
- 2014-11-10 Macomi
- HTM traffic control information by macomi
- [Project meeting 13-14 nov] (Project meeting 13-14 nov)
Concepts
Useful