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Okay.

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In this lecture, we're going to be talking about the game design for the delivery driver project.

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Why don't we talk about game design?

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Well, I think it's really important to establish some general guidelines for what it is we're going

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to work on.

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And so, you know how to make better decisions throughout the process.

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It's really, really useful to start with a gameplay overview screen like I've got here.

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It can be a very rough mock up with little cubes and circles and what have you, just so you get a feel

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for your game and you can start to visualize how your game is going to play.

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So in our game we need to have the player's car.

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We need to have some obstacles you can bump into.

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I'd like to have some speed up things that allow me to go a little bit quicker.

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Also, we need to have some sort of packages that you pick up.

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When you pick them up, they disappear and then we have the customer or some sort of delivery spot that

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we have to deliver the package to.

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We're not looking for something super sophisticated, just the general mechanic of you can drive, speed

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up, pick up things, bump into things and deliver to the customer.

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Now, if we look at the game mechanics that we need to build, we need to start thinking about what

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are we programming, what do we have to create as developers?

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Well, we need to have our car driving forwards, and I'd also like to have it driving backwards.

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We need to have the car able to turn left and to turn right.

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Obviously, we want to be able to increase the speed of our car when we drive over speed ups and also

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decrease the speed of the car when we bump into slowdowns.

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We also need to have some sort of mechanism so we can pick up packages when we drive over them and also

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some mechanism to deliver packages when we drive over the delivery spot.

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So in our code we need a way to pick up and put down the packages.

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And also I'd like to have within our code a way to change something about our game.

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And I think the color of the car is a good way to show the status of whether you have picked up the

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package or whether you've had to slow down or whether you're going fast.

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And just a simple change of the color I think will allow us to do that.

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I also like to cover three main things when I'm creating a game, particularly when we're creating these

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small games, I like to look at the player experience.

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Well, what is the player experience?

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This is the feeling you want your player to have when they're playing your game.

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For me, I'm looking for a relaxing feeling, just driving around, picking up things, going a little

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bit faster, a little bit slower.

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I'm not looking for an experience which might be, say, frantic or might be make the player feel clever

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or might make the player feel rushed or panicking.

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I'm not going for that.

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I'm just going for relaxing.

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So it's good for you to identify what's the feeling you want the player to have and also just to jot

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down the core mechanic.

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For us, it's really simple.

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You drive over pick ups, that's our core mechanic.

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So you roll over these speed things to speed you up.

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You drive over packages, you drive over where the customer is, what's the game loop?

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Find and deliver all the packages to win the game.

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So I encourage you whenever you're working on a new project just to be thinking about these things.

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It's not a lot of work to jot down these three things, but once you start to build your project properly,

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you want to keep referring back to these and be consistent with a particularly the player experience.

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Don't start off making a relaxing game.

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Then halfway through say, Oh, I'll make it frantic and then decide you're going to make it a puzzle

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game that will lead to a game that doesn't feel coherent.

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Okay, so there's not much to do in this lecture, except I do have a quick challenge for you.

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I'd like you to let us know in the forum discussions, and I've given you a link that you can click

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on to take you to the right spot.

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What is your player delivering?

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So for my game, what am I delivering?

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Well, I'm going to be delivering tasty donuts to game development instructors whose wives are currently

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out of the house and won't know that the game development instructor is eating junk food when he should

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actually be eating roasted kale or some other sort of appropriate for someone your age type of snack.

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So that might be a little bit too much to communicate to the player, but we'll give it a shot and see

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how it goes.

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Delivering tasty donuts for these poor, unfortunate people at home that are well, you get the picture.

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So anyway, there's the challenge.

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There's a context for it.

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Take on that challenge when you're done, when you've posted what you're delivering, jump into the

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next lecture and we'll continue on starting to create our project.

