Flash Game Design
The Fast Runner Science Quest
- Simple and straightforward Flash game for kids
- 3rd person point of view game in a 3D environment with Papervision3D or a decent 3D-like emulator.
- Must be programmed in AS3
- The parameters of the game are to be settable in an external xml file.
- Some images and sounds are to be kept external for ease of customization
- MOST of the medias to be provided by the service buyer
- The source code will be delivered un-compiled, and will remain the property of the service buyer BUT can be used by the service provider with no restriction for further use. However, all the medias used in the project remain the exclusive property of the service buyer.
- The project is rush, a beta version must be delivered for the 22nd of September for testing and debug, and the final version must be done for the 24th of September.
- The most important for us is having a decent result for the 24th of September even if it involves reducing the features described bellow. If it was the case, we would prioritize the feature list with the developer and evaluate the ones to be postponed or simply discarded.
The game's main idea:
This Flash game is part of a more elaborated life-size science quest designed for kids and consists in finding as rapidly as possible a secret message in a 3D world where 4 basic tasks must be performed (puzzles).
The player’s avatar “runs-flies” in a desert-like plan where stand many rocks that must be avoided or jumped over. Other obstacles such as mud slow down the player’s pace. The player needs to get to 3 locations to complete 3 puzzles and pick some material. Once done, the player is ready to perform the last puzzle consisting in finding a message written on the walls of an obscured cave. The Flash game ends when the message is found and clicked.
Additional synopsis details:
- The 3D plan onto which the avatar runs is a round shape field surface delimited by descending cliffs.
- Rocks obstacles sit everywhere and must be avoided or jumped over.
- Other obstacles are featured such as mud, water, insects, (any other suggestions are welcome) with the consequence of slowing down the runner. The consequence for hitting a rock is a temporary pause to recover.
- The design of the ‘map’ of the paths and obstacles is left to the discretion of the game developer with a final approval by the buyer.
- Time bonuses are catchable by jumping and hitting various type of floating icons. However, mosquitoes will have no effect but a ‘ouch’.
- The horizon shows mountains and the 360° panoramic image of it is to be provided.
- The entrance of the cave is located at the center and the 3 other puzzles location are on the periphery of the 3D world.
- Some data info is displayed in real time such as the elapsed time, a battery pack remaining energy level, the energy consumption rate, the avatar’s running speed and direction.
- The avatar’s running animation varies according to its speed and direction.
- The avatar’s face and back head is selectable before playing, and the selection is made from images put in a repertory.
- The player can give a name to his avatar.
- The player can select an mp3 music file to be played back during the game.
- Scores are stored in a mysql DB.
- The puzzles are simple and consist in choosing the proper object among many after what an animation is triggered. The speed of the animations and some data output will vary according to the selected object.
- The face, back head and name of the avatar
- The background music to play during the game
- The acceleration and deceleration rate of the runner
- The duration of the recovering pause when the player hits a rock.
- The amount of loss of velocity when the runner passes through other obstacles
- Extreme left and extreme right values of the running direction angle
- Rate of discharge of the battery according to what is connected to.
- The duration of the opening of the cave’s door
- The content of the secret message written in the Cave.
- The sound files for each action
- Most of graphic and sound elements are to be provided, but some medias will have to be created/edited by the service provider
- The game is aimed to be driven by a custom external interface which is a usb device simulating a standard usb keyboard outputs.
- So during the development phase, the game can be easily played using the keyboard.
- Keyboard mapping:
-- Running direction (left-right angle) are the number keys from 0 to 9 where 0=full left, 9=full right (4 and 5=straight).
-- Speed control from 0 to 100%. Keys = qwertyuioplkjhgf (16 speed increments) where q=0% and f=100% (those keys match a logical order on a standard “Querty” keyboard)
-- The “Jump” or “Select” or other specific-to-situation action key is “s”
-- The release of the “Jump/Select” button is indicated by “x”.
-- 2.5 times per second, the external usb interface generates a keystroke of 3 characters corresponding to ‘direction’, ‘speed’ and ‘selection button state’. Example: the stroke “2px” means ‘2’ = turning toward mid-left; ‘p’ = running at about half speed; ‘x’ = select/jump button is un-pressed.
Do not hesitate to post your questions.
Thanks for viewing.