And it Starts...

Saturday, July 10, 2010

Game Production

"Will drive" is under development and is chugging along nicely. There have been changes since the inception of the game but towards its betterment. It will be nice to exchange notes when we meet up.....

The following deals with the present workings of the game:

The first screen is a welcome screen that contains a screenshot of the game and three buttons namely, Start, Instructions and Help. After clicking the Start button, the second screen (fig.1) loads and consists of a track, car, start--finish points, and five obstacles/flags (depicts the five mini games). The game consists of 5 mini-games that can be attempted in any order. A mini game will be launched when the learner drives the car into a flag/obstacle on the track that represents that particular mini-game from where the car is sucked into a vortex (travels in a tunnel with effects that show a change of dimension) and lands on the start pad of the mini game. Each mini game targets a particular attribute/skill that needs to be taught to the learner. For example, mini-game 1 targets parking and teaches the learner two types of parking--parallel and angular. Instructions and hints are provided in the form of audio and on-screen text to coax and inform the learner. Feedback is also given in the form of audio and on-screen text. This double fold layer of feedback is to reinforce learning.

The learner cannot attempt another mini-game without completing the present mini-game. Linear navigation is not forced when attempting any mini-game—the choice of mini-game is therefore upto the learner. A save game state or bookmark functionality will allow the learner to begin from the same point that the learner left the game. After the successful completion of all mini-games the learner is allowed to attempt 30 multiple-choice questions as a practice exercise before the real computer based knowledge test, where the learner needs to get 80 percent question right to attaining a learner’s driving license.

Tuesday, June 1, 2010

Possible Game Environment


I am thinking of having 10 tracks to represent the ten chapters of the basic driver's handbook. The track works as an area where the learner needs to drive the car from the start point to the end point. The track also works as an advanced organizer depicting the amount of content covered in a chapter depending on the location of the car on the track.

When driving the car from the start point towards the end point the learner will come across various objects or places on the road that sucks them into a vortex where a new mini game unfolds. The mini game could be a 2D or 3D game that teaches traffic control rules for example. After completing the mini game's mission the learner is transported back to the track and continues the path on the track until encountering another vortex or mini game. The successful completion of all the mini games takes you to the end of the chapter where the learner will attempt check your understanding questions in the form of drag and drop or match the following questions. These questions will give you feedback whether a right or wrong answer choice is selected. These questions will reinforce the content taught in the chapter and in grain confidence in first time knowledge test attempters as well as serve as a revision question/answer session for learners who already have licenses.

I am also thinking of implementing the following in the game:

** Depending on the time spent on the game (learner plays the game for 30 minutes goes to have lunch and comes back to find it's snowing in the game therfore arousing interest and breaking boredom associated with looking at the same outlay)--the weather will change from a clear day to snow flakes falling on the track.
** Unlock a new car for the learner to drive on the track and mini games after every 2 or 3 chapters.
** Save feature at the half way point of a chapter/mission. So if the learner makes a mistake after the half way mark then the game restarts at the half way mark instead of the beginning of the mission.
** Bookmark feature to start the game from the point where the learner left it last.
** A remediation button as part of the check your understanding question that takes you back into the mini game and shows you the right action that needed to be performed or displays the particular road sign that should have been selected (this would depend on the question).
** Cop car coming into the fray when a mistake is made by the learner. Text or audio informs the learner about the mistake made with a graphical depiction of the learner being taken away/busted by the cop for elements of humor and fun.

Saturday, May 22, 2010

Thoughts 1

I think the game needs to be designed in such a way that it keeps the young learner engaged, motivated/stimulated, and challenged at the same time. Now how would do you do that? Well, each of the chapters in the basic drivers handbook can be made into missions that need to be completed. For example, in Chapter 2 dealing with Traffic Controls the learner would need to drive the car from point A to point B within a certain time without getting busted by the cops on the way. Cops can bust a learner for violating road speeds, regulatory signs, prohibitive manoeuvre signs, warning signs etc.

The learner's game elements would involve the speedometer, 2D top view of the car, scrolling roads, pedestrians, timer, a map to show the learner's present position with regard to the finish line, different vehicles (mission specific for example, school bus), cop car (with flashing lights if apprehended), stationary cop car (no flashing lights on the roadside to make the learner jittery/conscious when least expected), different types of road signs, school areas and zones, and other elements depending on the mission.

Gameplay invloves the hood of the car to smoke (for 5 seconds) and then explode if driving faster than the stipulated speed for a zone (if you aren't pulled over by cops before that). One mistake and the mission is restarted from the beginning unless the learner has crossed half the stage for a particular mission where the game is saved automatically after passing the half way mark. The car accelerates by using the UP arrow, decelerates by using the DOWN arrow, moves left by using the LEFT arrow and moves right by using the RIGHT arrow.

More thoughts coming up.....

Wednesday, May 12, 2010

Can Digital Games Help Save Lives on Canadian Roads? Effectiveness of Games and Web 2.0 in Enhancing Drivers Knowledge of Road Rules

So the question is reiterated again..... can a simulated driving environment or a game depicting actual driving conditions be so effective that it can save lives on Canadian roads??? Hold on for more on it.....

Friday, May 7, 2010

Blog Opening

Inauguration done.....more to follow shortly.....