The Design Document

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GRADUATE or Die Tryin’
Version 1.0
SMASH 2007

1. Game Overview

1.1 What is the game?

Our game is a single player simulation. The game focuses on decisions teenagers between ages 14-18 deal with socially and academically. These decisions could affect the out come of the characters’ lives.

1.2 Why create this game?

We need to create this game to prepare teenagers for the decisions they will encounter. This game could be seen as a prelude into high school.

1.3 Where does this game take place?

The game will take place in an urbanized city that most young adults could identify with. The setting will incorporate social and academic aspects of life, such as sports, study areas, and varying activities from day to day.

1.4 What do I control?

The player will control the life of a young adult in the game, and essentially make every single decision regarding what the character does in their life. You pick where he goes, what the character does, which groups he interacts with, and ultimately, how he progresses through a critical stage of life.

1.5 Who is your target audience?

The target audience of this game is mostly teenagers, but there are probably a number of adults who could also benefit from this game. The ultimate goal of the game is to graduate and advance far enough to be able to take you into early adulthood.

1.6 What is the game’s educational/social mission?

The game’s mission is to prepare teens (ages: 14-18) of the social, academic, health and financial choices they’re going to make in real life. These choices cover the topics of peer pressure influences, family and community. Players will experience real world scenarios in which they will be required to make decisions and solve problems, that can determine the outcome of their of the character’s life.

2. Game Play & Game World

2.1 The Goal of the Game

The goal of the game is to graduate high school by making choices that will help your chances of getting into college.

2.2 The Choices

Throughout the game, the player’s character will have to make many choices, some small and some big, which will ultimately determine his fate. Every choice that is made will affect the character in some way. During game play the user will be confronted with a problem1 and will have to choose. For example, while on his way to school, the character might receive a call from a friend asking whether or not he wants to go play basketball. By choosing to go play basketball your education meter will decrease and by choosing to go to school your influence meter will decrease. This does not necessarily mean that one will only have to choose between two things, but the amount of choices the user can make will vary.

2.3 The Environment

The environment will play a key role in the characters life, as it is where the whole game takes place. It will be divided into multiple areas that include key locations such as the gym, school, streets, house, mall and hangout. Every time the main character leaves one area to go to another one, a screen shot of the next area will show up to compliment the visual graphics and overall feel of that area. Each area will have specific things for the main character to interact with in the appropriate setting, For example every area will have some buildings for the character to go in and out of, and depending on the theme of the area; the mood, sound and visuals should all be related. Specific destinations could potentially affect the status bars of the character such as the streets and the mentality that comes along with them. Also certain areas of the game will be locked, or under construction until further progress has been made.

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2.4 Gym

The gym will allow the player to experience a daily routine that is very common for teens. The gym will consist of two components which are daily training and competition. During training, the player will exercise with three different machines that will focus on three key parts on the player’s body. The completion of the gym activities will boost the player’s muscle, health, and happiness attribute. If perform greatly than the other activities it will lower the knowledge bar and the relationship bar. The competition part allows the player to show the player’s skill and to use his strength and skill to complete the mini games such as basketball and boxing. The player will constantly be tested by his rival that will be one step ahead of him and is up to the player to balance the statistics and complete those challenges.

2.5 School

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The school is a building where the player can take the character into to gain points on the knowledge meter. When the character arrives at the school the teacher character inside will quiz the main character until the main character decides that they want to stop answering questions. The increase in the knowledge meter will depend on the difficulty of thequestion and how many the main character answers correctly. The knowledge meter, however, will only decrease if the main character does not attend school at all for a whole day, not if he answers questions incorrectly. The character can stop the quiz whenever they please, but there will be a limit on the number of questions they can be asked daily. In the school building there will be other students walking around that the main character can interact with. They can help the character with any quiz questions he has about anything he answered incorrectly after he is done so if the question is asked again it can be answered correctly. They can also become friends of the main character which will be a good influence on the main character. The good influence will go against the bad influence on the influence meter.

2.6 Streets

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The streets are where many influences, mostly negative, lie that can potentially affect our character. In respect to the rough environment that is wanted for this game a homeless person and gangster/drug dealer can be seen in this picture. When the character steps out into the streets he is at risk; this aspect of the game is not meant to be clean or welcoming, but illustrate the sad, yet real environment that exists in our world. The character will be challenged heavily in the streets and this is essentially where the user can make it or break it.

2.7 House

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This is where the main character can go to relax and bring up his bars. This is where the player can interact with his family; it will also be the place where the player can go to check out the rest of his stats and see if he is on his way to achieving his goal. The player will have a chance to rest and save the game inside the house. This is where he will eat and get stats about his food. This will also be where he will study and review what he has learned.

2.8 Mall

The mall is an area where the character can take his dates to. The mall can also offer food and clothing. There are different stores available, depending on your character’s style. You spend money to buy new clothes. The more expensive the clothing, the more it fills up your attractiveness meter. The foods sold at the mall are cheaper than restaurants but are less healthy. Taking dates to the mall results in spending twice the money on ordinary activities, such as eating.

2.9 Hangout

The Hangout is the area for the main character to relieve stress. When the character arrives to the Hangout, the character will find a variety of people. The sports teams, gangs, and girls/guys are found in the Hangout. This is where influence becomes a major factor. Although the main character relieves his/her stress at the hangout they are generally more susceptible to joining a gang, play sports rather than work, or become distracted by girls/guys. The Hangout is also a place to find jobs. Jobs are posted at the bulletin board and can be accessed by the character at any time they are there.

2.10 The Characters

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Main Character = Boy

Minor Characters = Girlfriend, Parents, groups of people, Teachers

2.10.1 Parents

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The parents will always be a positive factor for the player through out the game. The parents will draw positive influence on the player and will award and congratulate the player. The player will be responsible to please the parents in order to avoid stat decrease in the happiness and romance bars. If parents are not please they can punish the player by not letting him go out with the girlfriend and this will cause the happiness meter to go down making other meters go down and ultimately causing the player to slow down in the progress of their goal and the completion of the game.

2.10.2 Girlfriend

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The girlfriend is the main character’s romantic partner. Together they share many emotions the main character does not usually expose to others. The purpose of the girlfriend is for the main character to be more realistic and be more involved with other people. Like teens, the main character faces many obstacles due to the girlfriend. She is a good caring girlfriend only when the main character is doing well. When the character spends too much time in other tasks, the girlfriend might get jealous and attempt to break romantic bonds with the main character. Without a girlfriend, the main character does worse at learning and his health meter increases slowly because he is sad he has lost his girlfriend. However, if they manage to stay together, the girlfriend will help the main character reach his goal faster by either helping him directly or indirectly.

2.10.3 Random Citizens

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Random citizens, although seeming to be of little significance, will all have a role in the game. A major theme of our game is influence upon the main character by others as he tries to reach his goal of success, which is why anyone has the capability to veer him off course or keep him on track. For example, the drug dealer at the corner might try to sell him drugs or the clerk at the local liquor store might be willing to sell him alcohol. On the positive end the character can network with citizens that might benefit him in the future.

2.10.4 Teachers

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Teachers are primarily found in the character’s school. They interact with the character at random times, depending on the status of the character’s intelligence meter. The character has about 5 teachers. A teacher may also influence the character into becoming a bookworm. The character may also come up to a teacher for some facts. For example, your health teacher may give you some facts on nutrition while your history teacher may give you facts about the civil war.

2.11 The Story

The Story will be based on the player’s choices he presents during the questionnaire. The player can get to name the character and will be responsible for every decision made. His goal is to graduate or die trying. At first he must pass his high school curriculum and outside events such as gang violence and drugs but there are more obstacles than that which he must take in order to have a steady chance of getting into college.

The different interactions and events involving the player and other figures will dictate the outcome of the game. The payer will have a rival that will compete and is one step ahead of the player and is up to the player to balance every aspect of the player’s life.

2.12 Meters

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There will be five bars. One will be an attraction meter which will be affected by the clothes that the main character wears and the physical shape he is in. This meter will turn into the dating status bar after the main character gets a girlfriend if he gets one. Then there will also be a muscle bar which is affected by the amount of time the main character spends exercising, the food he eats, and the amount of rest he gets. Another one of the bars will be the knowledge meter, which will show how much knowledge the main character has attained. This can increase when the main character goes to school and answers the quiz questions correctly, but it will only go down if and when the main character skips school. There will be a progress bar that shows how far the main character has made it into the game and how much is left. This meter is affected by how many missions are completed by the main character.

The amount of money that the main character is carrying will be shown as a number on one of the corners of the screen during regular game play at all times. The amount of money that the character has in their house will only be shown when he goes to his house. The total amount of money that the main character has will be shown on the pause screen.

The influence meter will be a pie chart. This will help to show in what order certain people do or groups of people affect or have the most control over the main character.

2.13 Time & Age

Time in the game goes by day and night and by ages; the beginning age is 14 years old. The day changes from day and night when the user is going on to different sub-levels and small tasks that they need to accomplish and after they finish it changes from day to night. The age changes when the player accomplishes and moves on to a different level.

2.14 Dress Yourself

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The clothing element of the game will compliment the relationship system, as depending on your attire it will be more easily or difficult to find a girlfriend. Your attire will reflect the personality of your character. Depending if you make negative choices, your character may look like a dishonest character. On the other side if positive choices are made that betters the status of the character, he may look like a true scholar. But these decisions are ultimately made by the player. Depending on choices made in the game, certain types of clothing will be unlocked.

2.15 Money & Job

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The game will be in regular United States dollars and coins. The main character will receive a weekly allowance from his parents which will be $10. He can get extra money from his parents if he gets a good report from his teachers. That extra money can range from $5 for a good phone call to $30 for a perfect report card. The main character can receive money directly from other people or he can pick it up from his house. He can hold as much money as he wants in his backpack, but if he gets into some sort of conflict he can end up losing the money he is holding. He can also store his money in his house where it cannot be stolen or taken away by anyone. It will act like his bank, and if he gets money from his parents it stays in his house until he picks it up.

The main character also has the ability to get a part time job. He must apply at a place that says they have jobs open and he has to fill out an application. There will also be an interview process that the main character has to go through after the manager calls him in. He will start off at minimum wage, and if he is a good worker and keeps his job he will get a raise every 3 months.

2.16 Rival

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Yet there is now way to go around this so the player should learn to know there is someone willing to challenge him. The characteristics of the rival are depended on the personality of the player. So in order to make the perfect rival there must be some choices the player must make that will construct an idea for the computer to analyze a rival.

Some of the main goals of the rival are to bump the player off track by demoralizing his self-esteem and increasing chances of failing in missions. Rival’s objectives also include becoming whatever the player wants to be and to create a nifty plan to convince the player to join him gangs and get into trouble. The rival will always be one step ahead of the player and is up to the player to balance his actions and choices in order to eventually pass the rival.

3. Interface & Input

3.1 Controls – Input

The way that the user will be able to control the main character is by making decisions for the character. The keys that will be available to move the character are the arrow keys and by clicking the mouse for decision making as well as the enter key.
3.2 Main Menu

The Main menu will include the title, ask for player name, and a button to begin the game; it will take you to the questionnaire that will help you help get started. Another potential feature for the main menu is a list of previous high scores.

3.3 Primary Game Interface

The primary game interface is another term for the screen that is always being seen by the gamer. The main character will always be seen in the overhead perspective. In one of the corners, the amount of money that the main character is holding will be shown numerically. There will also be a map or navigator in a corner for reference as the character moves through his environment. Very important aspects of the game interface that will be present on the screen are the meters that are affected by every decision made.

3.3.1 Cell Phone

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The cell phone will be with the main character at all times. It will receive and send text messages from people and a bill that the main character must pay. The monthly charge for the phone will be $30 per month. It will be used to alert the main character of anything going on that is important. This form of communication will also be a place where some of the direct choices will take place.

3.3.1b Backpack

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In the backpack the character will carry items that he needs and wants; money, cell phone, and other items will be held in the backpack. However, if the character encounters a fight or a robbery, he might be endangered with losing items and even the backpack. The character has to make sure he is only carrying sufficient money for days worth and act conservatively, but it is all up to him. In his backpack he will also carry school materials so if he forgets the backpack in the morning or loses it for some reason, he will have to face the consequences. The backpack overall symbolizes his responsibility and level and maturity.

4. Game Mechanics

4.1 Control System -

The game will use the standard keyboard control by using the movement arrows

UP: make character move up

Down : make character move down

Left: make character move to the left

Right: make character move to the right

> the user can also use the letters “A”, “S”, “D”, “W” for directional movement<

Use of Space Bar to open up the “Status Bar”

Use of “B” to open the backpack menu

4.2 Time System

Just as Wind Waker time is controlled by the player, but sometimes he can’t because he is on a mission. So, if the player is not on an active mission then time is controlled either functionally depending on the distance traveled or structured in time intervals. The character also has the choice of skipping a day or a few hours by going home and taking either a nap or a long sleep. Although time function is changed if a mission is active because the mission must be finished by that day and will not change unless it is done. Other changes that happen is if the mission must be active during a night session then the day will turn night if the player moves closer to the initial start of the mission.

4.3 Positioning

The character will always start at his house, the game will be saved in his house. The player will start his day at his house and from there he will have a chance to move to the desired places.

4.4 Bar System -

BARS (SCALE: 100) INCREASE (PERCENTAGE) DECREASE (PERCENTAGE)
HEALTH +3: GO TO GYM -2: NOT GOING TO THE GYM
  +5: GO TO GYM DAILY -5: EATING TOO MUCH JUNK FOOD
  +2: PARTICIPATE IN COMPETITION -3: WHEN IN GANG
     
     
     
     
     
MUSCLE +2: WORK OUT IN 1 MACHINE -3: NOT REACHING EXPECTED WORK OUT LEVEL
  +3: WORK OUT IN 2 MACHINES -5: STUDY > WORKING OUT
  +4: WORK OUT IN 3 MACHINES  
  +5: PARTICIPATE IN COMPETITION  
     
     
     
     
     
KNOWLEDGE +3: GO TO SCHOOL -5: MORKING OUT > STUDY
  +4: IMPRESS TEACHER -1O: FAILING A TEST D
  +5: PASS EXAMS -3: SKIPPING SCHOOL
    -3: WHEN IN GANG
     
HAPPINESS +3: IF PARENTS ARE HAPPY -3: IF PARENTS NOT HAPPY -> NO MONEY -> AFFECTS DATING
BAR -10 WHEN PUNISHED
  +4: GIRLFRIEND STATUS UP -5: WHEN FAILING A TEST
  +4: IF TEST IS PASSED -10: WHEN JOINING A GANG
  +2: AFTER WORK OUT -1: NOT EATING
  +1: AFTER EATING  
     
ATTRACTIVE/ DATING METER +2: AFTER WORK OUT -10: NOT ABLE TO DATE
( CHANGES TO DATING WHEN PLAYER HAS A GIRLFRIEND) +3: WHEN PLAYER IMPRESS GIRL -5: IF GIRL GETS BORED

4.5 Decision Making

The player will interact and meet characters that will somehow affect the decisions and will test the player in different skills. Is up to the player to pick the best decisions possible. Each decision will affect any or all the status bars necessary for survival. A decision can take the player to other scenarios that will eventually cause the player to reach their goal or not reach it at all

4.6 Testing System

This system calculates test scores after the Player finishes with one of tests. When the Player goes to school it increases his intelligence therefore raising his status meters. The mechanics of the way the test looks is similar to a survey but instead there is a right answer. Another thing is if the player fails he will not be able to take tests for a while and let me tell you intellect is a very important aspect to the game.

4.7 Teaching System

This system will only take place at school where the player will encounter schoolwork sessions and tests. Instead the player must choose a lesson about a subject and then take the test.

The subjects in school:

1) Mathematics- the lessons will contain basic algebra and rises to higher levels up to Algebra II

2)Science- biology, chemistry, and some physics

3) History- technology, wars, and American

4) English- SAT word prep, essay corrections, and small reading

5) Technology- programming, algorithms, and project (base on Player’s idea)

4.8 Statistics

The player has five statistics (colloquially called “stats”) which affect their performance in the game. These are health, muscle, knowledge, happiness, and attraction.

  • Health: The HP of the Player according to the meter in the game screen. If the meters goes all the way down he faints and is immediately rush to his home and kept to sleep.
  • Muscle: Determines the power of the player. Influences the other abilities because strength is required to complete some missions.
  • Knowledge: Determines the Player’s knowledge. Can only be changed at school and is determine by the score on the test. see teaching system for more information
  • Happiness: Similar to muscle stat instead is measuring the amount of good influence taken from people, missions, or events. Happiness affects other abilities and choices to make in the game.
  • Attraction: Determines the Player’s attraction to other girls. How this works is the greater the attraction meter the more chance you have of obtaining a girl, job, or some sort of object by intimidating the people with your good looks. Although take warning that some stats affect other stats negatively, so choose wisely which to follow throughout the game.

4.9 Questionnaire System

The questionnaire system will be simply a computed output after answering questions in the beginning of the game indicating a somewhat personality of yourself. The Player will start by telling the computer his name, interests, and gender. From there the computer will generate a well fit survey for the player.

4.10 Relationship System

The Relationship System will be close to reality. The main character will start the game having no girlfriend. Different girls will be available for him to try to get their attention. Based on his health and date meter, different girls with different personalities might be attracted to him. After a certain amount of time the main character will have the option of asking the girls out. If the girl accepts, then they become a couple and the attractiveness meter becomes the date meter. The girlfriend helps the character cope with quotidian life. If the main character does not pay enough attention to the girlfriend, then she might break up with him. In later levels he will have the choice to have different girlfriends and maybe even propose to them.

4.11 Menu Mechanics

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Well I hope you guys seen my menu mock-up for the status. I just want to add the basic mechanics: 1) The influence meter is depended on the outcome of conversations, missions, and your choices because it will keep a track on how bad or good you are throughout the game, and what is more interesting the more influence points the more options you receive such as in a conversation. Depending on how good or bad you are will generate different features such as stealing someone’s wallet or better chances of becoming friends with whoever you want. More will be explained later on. 2)The game performance is simply the percentage of how much you finished the game, and this will depend on the number of missions you accomplish, take notice that there other ways this can work, so I’m open for comments. 3) The experience point number is the amount of points received from completing missions, persuading people, constructing new items, and data collecting. The more experience points you collect the more items you can receive, health increases, and become better in shape. 4) The character look displays what the character is wearing and the color in the background indicates his influence to others; red being evil, blue being good, and white being neutral. 5) Last is the stat meter measuring the players attributes. These attributions are intelligence, dexterity, wisdom, charisma, and constitution. I picked these because they are very significant status meters in most RPG games although, like i said, I’m open for comments. This stat meter is depended on basic functions which I will displayed later. Keep in mind that one attribute can overcome another meaning if one goes up maybe something else can drop but there is also something I like to add. You can raise your status manually rather than just make the computer do it for you and the way to do it is to collect as much experience points you can get and keep in mind meters have a limit.

5. Walk-through

5.1 Script example

It is 7:00 A.M. and the main character wakes up for school. He knows he will not make it to school on time.

Main Character: “I’m gonna be late…and on the first day of school, too! What should I do?”

User must choose one of the four responses that is given in multiple choice form.

Choice A – going to school late

Main Character: “I’ll get ready for school right quick and be on my way.”

Choice B – missing school and going downtown(the streets)

Main Character: “I’ll get ready to go downtown and tell my mom that I’m going to school.”

Choice C – missing school and staying home all day

Main Character: “I’m just gonna sleep in and stay home today.”

Choice D – missing half of school, resting, and going to the gym

Main Character: “I’m going to go back to sleep for a couple of hours and then go to the gym until it is lunchtime. Then I’ll go to school.”

This is the example if the user chooses Choice A.

The character goes into the school and enters the class late for his first day of school.

Main Character: “Excuse me.”

The teacher does not hear the main character and does not respond. She continues with her lesson.

Main Character: “Excuse me!”

The Teacher: “Oh! I didn’t hear you…. Can I help you?”

User must choose one of the two responses that are given in multiple-choice form.

Choice A – going to class

Main Character: “Yes, I’m running kinda late and I was wondering, is this Room 1408 for Math 1B?”

Choice B – not going to the class and leaving her alone.

Main Character: “Oh sorry, I’m in the wrong class.”

This example is if player chooses Choice A.

The Teacher: “Ok, well what’s your name?”

Main Character: “Ummm, my name is ___________ (the name that the user chose during the questionnaire will be used here).”

The Teacher: “Yep, you’re late alright. Go take that empty seat right there.”

Main Character: “Ok.”

The character will stay in the class until it ends. When the class ends the teacher will call the main character in class to talk to him.

The Teacher: “___________, come over here, I need to have a word with you.”

Main Character: “Yes.”

The Teacher: “Why were you late?”

User must choose one of the two responses that are given in multiple-choice form.

Choice A – tell the truth

Main Character: “Sorry, I woke up late.”

Choice B – tell a lie

Main Character: “I got in a fight with a teacher who said they were the best teacher in the world.”

This example is if player chooses Choice A.

The Teacher: “Well I like to make sure my students succeed, so I am going to start keeping tabs on you because you are already off to a bad start.”

Main Character: “What do you mean?”

The Teacher: “I’ll give you a choice. You can either give me something so I can reach you directly…or indirectly.”

User must choose one of the two responses that are given in multiple-choice form.

Choice A – he gives his number

Main Character: “Well, I guess you can use this number if you need to get a hold of me.”

Choice B – his mom gives his number

Main Character: “Well, this is my mom’s cell. So you can call this if you need to contact me.”

The Teacher: “Ok.”

The Teacher calls and gets his number from his mom.

6. Art Assets

6.1 Environment Mock-Ups

6.1.1 School Building

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P.S 187 High School description is it is going to be a four building school three of which are two stories, the school includes cement top yard, school gym and a field. Number of students that attend the school is 600 students.

6.1.2 House – Status Page Pops Up

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6.1.3 Bridge

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The bridge can possibly be found in or near the park. It is a symbol of moving ahead to the next stage. It serves a similar purpose as the hangout, but is used more for one on one emotional conversation. I envision it as a place where the main character goes to think, and the place he goes to before taking the next step in a decision in life.

6.1.4 Park

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The park is a setting in the game that is not too far from the character’s residence. I drew a rough sketch of what we might like the park to look like. This is a place where the character can either come and play basketball with his friends or get away from problems he may be going through. The river has been combined with the park because it is not of great importance, but still serves the character in a positive way. Although the park may seem like a nice place to be, negative influences are still likely to be present. Gangs and drugs may be present at times, which is an obstacle that the character will have to overcome.

6.1.5 Gym

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Pump Up Gym, description is that there are going to be two buildings, it will be two stories each. Inside there are going to be treadmills, bench press, free weights and personal trainers.The gym will allow the player to experience a daily routine that is very common for teens. The gym will consist of two components which is daily training and competition. During training, the player will exercise with three different machines that will focus on three key parts on the player’s body. The completion of the gym activities will boost the player’s muscle, health, and happiness attribute. If perform greatly than the other activities it will lower the knowledge bar and the relationship bar. The competition part allows the player o show the player’s skill and to use his strength and skill to complete the mini games such as basketball and boxing. The player will constantly be tested by his rival that will be one step ahead of him and is up to the player to balance the statistics and complete those challenges.

6.1.6 River

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The river separates the suburbs from the ghetto part of the city. Also, it helps to build variety in the environment.

6.2 Character Mock-Ups

6.2.1 Main Character

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There are various characteristics that form the main character depending on the player’s choices.

6.2.2 Rival

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The rival is the main character’s best friend. As the main character moves forward in the game, the rival mimics his choices and decisions and always stays one step ahead of the game.

6.2.3 Girlfriend

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The main character’s girlfriend will be dependent upon the choices that he makes and what his strong points are such as strength, charm, intelligence, etc. This is an example of what one of the girlfriends could look like.

6.2.4 Random Citizens

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The main purpose of random citizens is for the personal enjoyment of the main character; however, certain citizens guide the main character along his quest to success.


6.2.5 Teachers

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Teachers are all different. Some are supportive while some are discouraging. Their looks do not change due to the main character’s choices, their looks change as the player moves on through the game.

6.2.6 Parents

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The parents will not be seen that often, but for the times they will be seen these are a few possibilities of what they might look like. Depending on what the gamer chooses on the questionnaire they will end up with a certain pair of parents that will try to help the main character throughout the game as they inflict positive influence on him.

6.3 Sound

6.3.1 Music

The music in the game will compliment the moods of the main character and the atmosphere of each area. Here are some references of music that well fit specific areas in the environment

This is what the main character gets pumped up to when he is toning his muscles at the gym This is a sample of “She’s A Maniac,” by Flashdance.

6.3.1.1 Gym music


This is the sound of one of the more harsh areas in the game, the ghetto, which can be threatening at times, and this reference captures that mind state. This is a clip from Dr. Dre and Snoop Dogg’s “Lil Ghetto Boy” remix.

6.3.1.2 “The Ghetto” music


The house is a place where the user rests and talks to his parents among other things. The sound here is chilled, not necessarily relaxing but simple. The sample is by Lauryn Hill, “Killing Me Softly.”

6.3.1.3 House music


This is one of the sounds I visualized as not a theme song of an area, but when the character makes a negative choice affecting the stats substantially, a screen shot will appear playing this while showing which stats have dropped. This is a sample of Dr Dre and Ice Cube’s “Natural Born Killa”

6.3.1.4 Negative choice theme

The bridge is an area where the character reflects, thinks deeply and makes big decisions of where he wants his life to end up. This sample is a soft piano melody, sampled from the “Incredible Hulk’ television series from the 1970’s, which captures the mood efficiently.

6.3.1.5 The Bridge


The hangout is a spot for the main character to chill and really just relax and forget about his problems and be with his friends. Though there is other things he may do while there, this sample of Biggie’s “Sky is the Limit” will compliment the mood.

6.3.2 Sound Effect

The sound effects in the game should be simple, such as when the character enters a door of a building, you can here it open and shut. The main character will be walking around a lot in the game, so perhaps the sound of some footsteps should be implemented in the game as well. Besides simple things such as that, there will be sounds unique to each area. In the ghetto, you may here police car sirens. At the bridge you can hear the river below flow. At the park, some birds chirping in the background with kids playing.