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Disturbances Design
Track disturbances occur randomly in the game resulting in a tram track being blocked in a single location. At this instant, an ascending timer appears to indicate the elapsed time since the start, as an information for the player, also used for scoring purposes. It is to create a sense of urgency for the player and allow him to easily compare handling similar disturbances during gameplay. When a blockage appears the player needs to perform an action on it and possibly on the trams nearing it. If a tram is not stopped before the blockage by the player there is a small (5%) chance of it ramming the obstacle (or the tram ahead of it), resulting in penalty points. Otherwise it will stop on its own just before the obstacle. When an action on the blockage is performed, another, this time descending timer appears, indicating the time until the issue is resolved. However, some of the possible actions to perform have only a chance of success and take shorter time, other are certain but require more time. Moreover, the player is presented with other options, not suitable for this obstruction but still possible to choose from. In this case the timer also appears but when it has counted down, the blockage remains in place (similarly for right actions which were unsuccessful). There are no restrictions on how many times can a certain action be tried on the blockage. Whenever a player clicks on a blockage or a tram the game pauses until he chooses an action (or cancels). Trams can be stopped at any time and restarted as well, providing there is no blockage right ahead. When an issue is resolved, the trams will not proceed on their own, they need to receive a ‘go’ from the traffic controller (player). A desirable solution for blockage is rerouteing trams approaching the obstacle. Each of the trams needs to be rerouted manually and their paths can be different. Any affected by a blockage tram, should additionally be contacted to inform the passengers about the inconvenience. Providing information to unaffected trams yields penalty points due to confusion.
A list of possible correct actions for different blockages is presented below.
- Car (movable object) on tracks
Action | Probability of Success | Time Needed | Notes |
---|---|---|---|
Ask the tram driver to push the object aside | 25% | 10min | Works only with small objects. Requires a tram before the blockage |
Use external horn repeatedly | 10% | 3min | Penalty points for passenger utility due to noise. Requires a tram before the blockage |
Call towing service | 100% | 30min | Cost increase |
- Tree (stationery object) on tracks
Action | Probability of Success | Time Needed | Notes |
---|---|---|---|
Ask the tram driver to push the object aside | 2% | 10min | Works only with small objects. Requires a tram before the blockage |
Wait for municipality services to deal with the problem | 90% | 45min | Costless but uncertain |
Call for crane service | 100% | 60min | Cost increase |
- Damaged power line
Action | Probability of Success | Time Needed | Notes |
---|---|---|---|
Call for maintenance crew | 80% | 60min | |
Provide towing | 100% | 30min | Permanent speed reduction |
- Defective tram (happens only to trams on the map or depots)
Action | Probability of Success | Time Needed | Notes |
---|---|---|---|
Call for maintenance crew | 90% | 45min | |
Tow it with another tram | 90% | 15min | Requires two trams. Slightly unrealistic |
Call for towing | 100% | 45min |
- Collision (happens only to trams on the map)
Action | Probability of Success | Time Needed | Notes |
---|---|---|---|
Call for emergency services | 100% | 90min | |
Ask tram driver to request passage | 20% | 10min | Works only for minor collisions |
- Derailment (happens only to trams on the map)
Action | Probability of Success | Time Needed | Notes |
---|---|---|---|
Call for crane service | 95% | 90min | |
Call for emergency services | 100% | 120min | In case of casualties |
- Defective line switch
Action | Probability of Success | Time Needed | Notes |
---|---|---|---|
Call for maintenance service | 100% | 45min | |
Ask drivers to switch manually | 75% | 15min | Permanently reduce speed in the section. Requires a tram before the blockage |
- Traffic lights failure
Action | Probability of Success | Time Needed | Notes |
---|---|---|---|
Call for maintenance service | 100% | 30min | |
Ask drivers to proceed carefully | 100% | 5min | Permanently reduce speed in the section. Requires a tram before the blockage |
Ask for police assistance in traffic management | 50% | 20min |
- Driver unavailable (only in depot)
Action | Probability of Success | Time Needed | Notes |
---|---|---|---|
Call for additional driver | 80% | 30min | Extra cost |
Cancel tram | 100% | 10min | Resulting in points penalty |
If the next tram does not stop before the blockage and rams into it, the situation escalates. Next to significant penalty points there are other consequences listed below:
Blockage | Primary Result (chance) | Secondary Result (chance) | Notes |
---|---|---|---|
Car (movable object) on tracks | Derailment (50%) | Collision (50%) | Depending on severity |
Tree (stationery object) on tracks | Derailment (70%) | Collision (30%) | Depending on severity |
Damaged power line | Derailment (75%) | Defective tram (25%) | |
Defective tram | Derailment (90%) | Collision(10%) | |
Collision | Derailment (90%) | Collision (10%) | |
Derailment | Derailment (90%) | Collision (10%) | |
Defective line switch | Derailment (100%) | - | |
Traffic lights failure | Collision (50%) | No consequences (50%) |
Note that tram ramming another tram in front of it is always treated as tram running into a defective tram and it is not possible to ram into a tram in a depot.
[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