[video game design: binko s dragstrip february 3rd, 2018 · [video game design: binko’s...

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[VIDEO GAME DESIGN: BINKOS DRAGSTRIP] February 3rd, 2018 1 Game Link : http://arcade.gamesalad.com/games/146791 Video Game Design High School Montgomery, PA 2018 Team 2041-901

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Page 1: [VIDEO GAME DESIGN: BINKO S DRAGSTRIP February 3rd, 2018 · [VIDEO GAME DESIGN: BINKO’S DRAGSTRIP] February 3rd, 2018 6 Self-evaluation: The development of our game came with ease

[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

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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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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)