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Mission:

Coordinate Plane
Mission: Coordinate Plane takes players through different environments to complete the 3
modes in order to complete the mission. The players go through the four quadrants and apply
their learning of how to navigate on the coordinate plane.


Magda Rojas























LTEC 5240 – Spring 2018 1


Table of Contents.....................................................................................................1
Instructional Design..................................................................................................4
Audience Analysis...........................................................................................4
Entry Behaviors..............................................................................................4
Instructional Goals..........................................................................................4
Instructional Objectives..................................................................................4
Assessment Items...........................................................................................4
Presentation Strategy.....................................................................................4
Game Design ...........................................................................................................5
Game Overview .......................................................................................................5
Game Concept ...............................................................................................5
Game Description ..........................................................................................5
Genre .............................................................................................................5
Target Audience .............................................................................................5
Game Flow Summary .....................................................................................5
Intended Look and Feel .................................................................................5
Gameplay .................................................................................................................5
Game Progression .........................................................................................5
Mission/Challenge Structure .........................................................................6
Puzzle Structure .............................................................................................6
Objectives ......................................................................................................6
Game Flow .....................................................................................................7
Visual Element Design....................................................................................8
Sound Design ...........................................................................................................9
Backdrop Music .............................................................................................9
Sound Effects .................................................................................................9
Gameplay elements..................................................................................................9
Levels........................................................................................................................9
Physical Description of Layout ............................................................................9-10
Training and/or Tutorial Level(s) ........................................................................... 10
Game Mechanics ........................................................................................................11
Physics ...................................................................................................................10
Resolution and Lighting .........................................................................................10
Movement in the Game .........................................................................................10
Object Interaction ..................................................................................................10
Actions ...................................................................................................................11
Combat ..................................................................................................................11
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Economics ..............................................................................................................11
Communications ....................................................................................................11
Screen Flow ............................................................................................................11
User Interface (UI) .................................................................................................11
Appearance ............................................................................................................11
Look and Feel .........................................................................................................11
Visual System .........................................................................................................12
Control System .......................................................................................................12
Help System ...........................................................................................................12
Game Options .............................................................................................................12
Modes of Play ........................................................................................................12
Self-Selected Features............................................................................................13
Replaying and Saving .............................................................................................13
Story, Setting, and Characters ...............................................................................13
Story and Narrative .....................................................................................................13
Game World ................................................................................................................13
Environment ..........................................................................................................13
Characters...............................................................................................................13
Artificial Intelligence ..............................................................................................13
Section 4. Technical.....................................................................................................13
Intended Platform(s) ..............................................................................................13
Game Engine ..........................................................................................................13
Required Hardware and/or Software for Development ........................................14
Instructional Data ..................................................................................................14
Special Technical Requirements.............................................................................14
Section 5. Logistics.......................................................................................................14
Resource Requirements .........................................................................................14
Human ...................................................................................................................14
Section 5. Logistics.......................................................................................................14
Project Schedule .........................................................................................................14
Timeline ............................................................................................................14-15






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Section 1. Instructional Design
Audience Analysis
The audience must be knowledgeable of basic mathematic arithmetic including
addition, subtraction, directional movements and the relationship between ordered
pairs and the coordinate plane.

Entry Behaviors
When players first create an account and before they begin playing the game they will
be assessed on their basic understanding of the coordinate grid. The movement on the x
and y axis, vocabulary of the components that make up the coordinate grid, the
relationship between the coordinates and the coordinate grid will be assessed through a
practice game. If players are able to pass the quiz they will be able to begin playing and
competing against other players.

Instructional Goals
The player will be able to read the points on a coordinate grid and plot points on the y
and x axis that include positive, negative, and rational numbers.

Instructional Objectives
• The player will be able to plot and read coordinates on a coordinate grid by
successfully navigating to 100 points in quadrant 1 with positive whole and rational
numbers.
• The player will be able to plot and read coordinates on a coordinate grid by
successfully navigating to 100 points in quadrants 1 and 2 with positive and negative
whole and rational numbers.
• The learner will be able to plot and read coordinates on a coordinate grid by
successfully navigating to 100 points in all four quadrants with positive and negative
whole and rational numbers.

Assessment Items
Players will be asked to identify the coordinates of a point based on the conditions that
are placed on it, the intervals that are on the x and y axis, and the quadrant that the
point is in. The question responses demonstrate learning and deficiencies that need to
be addressed.

Presentation Strategy
The players will be given an interactive pre-assessment where the player identifies the
elements that are asked through clicking the mouse or touching the element on the
screen of the iPad. Players will take similar assessments after each level.


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Section 2. Game Design
Game Overview
Game Concept
In the game Mission: Coordinate Plane, players will navigate the coordinate plane using
their knowledge about the coordinate plane.

Game Description
Players will practice their knowledge of plotting points and reading coordinates on a
coordinate grid. Players will compete against one another to read and find their
opponents points on the various quadrants of the coordinate grid.

Genre
Mission: Coordinate Plane is an educational math game.

Target Audience
Players ages 9 and up may play Mission Coordinate Grid and players in the 3rd through 5thgrade.

Game Flow Summary
Players first input the coordinates and points that they would like for their opponent to guess
and find. Each point that they earn can be redeemed for a turn to capture the points that were
plotted by their opponent. Players will select a coordinate grid and attempt to travel to the
location. When the player arrives to the selected coordinates, they are able to see if their
opponent plotted a point there. If learners enter the incorrect axis or move to the incorrect
location they are reset and a turn is taken.

Intended Look and Feel
The game will have a dark, underground feel that is found consistently throughout each
of the 3d worlds. The jungle environment will have brown and green underlying colors,
the ocean world will include tunnels that blue and gray, the arctic world will include
white and gray tunnels, and the desert world will have beige, gray, and sand colored
tunnels. The tunnels will be dark and have lanterns placed throughout the paths to
create a dim environment.

Gameplay
Game Progression
The player is able to go through the various levels in the game when they have reached
a certain number of points. Players must have 100 points and pass the post-assessment
to reach the intermediate stage in the game with an 80 or above. The player must reach
140 points in the game to reach the expert level as well as pass the intermediate post-
assessment with an 80 or above to master the Expert level.


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Mission/Challenge Structure
The games individual match ups that the students engage in with their classmates or the
computer varies each time since the points that each player plots is different each time
they play.

Puzzle Structure
The horizontal movement along the x-axis and the vertical movement along the y-axis
and the manner in which the player should move to reach the desired point gives the
game the puzzle element. As players progress through the game they begin to work with
rational numbers that add movement in the left and down directs, not just the right and
up directions. The player takes turns identifying their opponents points by traveling to
their desired locations starting at the origin.

Objectives
The player will correctly apply the skills necessary to plot and identify points on a
coordinate grid.


























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Game Flow

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Visual Element Design



Sound Design
Backdrop Music
The backdrop music corresponds with the environment that the player is in. The jungle,
the ocean, the tundra, and the desert will each have the corresponding sounds that are
naturally found when in that environment.

Sound Effects
The underwater sound effects as well as the animal sounds for the animals found in the
jungle are required. A celebration sound that will play when players reach the correct
point. Ambient sounds and sound effects are automatically programmed with the
movements of the characters. Walking footsteps, unlocking of doors, doors sliding open
and close, doors shutting closed.

Gameplay Elements
• Points left
• Points found
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• Lifetime points
• Username
Levels
Beginner
The beginner level will take place in the first quadrant and only give the players options
about positive whole and rational numbers.

Intermediate
The intermediate level expands the coordinate plane to all four quadrants. The
intermediate level includes ordered pairs with positive and negative whole numbers on
each axis.

Expert The expert level allows the players to practice their skills with all four quadrants
that include positive and negative rational and whole numbers.

Level Objectives
• Beginner
o The player will use their knowledge of the coordinate grid, the first quadrant and
positive rational numbers to identify and travel to the points that are selected by
their opponents.
• Intermediate
o The player will use their knowledge of the coordinate grid, the first, second, and
third quadrant and rational numbers to identify and travel to the points that are
selected by their opponents.
• Expert
o The player will use their knowledge of the entire coordinate grid and rational
numbers to identify and travel to the points that are selected by their
opponents. When the player reaches the end of the level they have mastered
the instructional objective.

Physical Description of Layout
When first setting up the game students will be pre-assessed to determine their
proficiency of the coordinate plane and how to navigate the x and y axis. Students that
do not pass the pre-assessment are assessed again after a tutorial and remediation
module is completed. Students that pass the assessment with a score of 80 or above,
will continue to their Dashboard where they can create their avatar. Once the player has
created their avatar they will progress through each of the levels to discover and collect
points. Players progress from level to level by earning points as they identify the points
that their opponents have plotted. Players will select a set of coordinates and attempt
to travel to the location. When the player arrives to the selected coordinates, they are
able to see if their opponent plotted a point there. If a player enters the incorrect axis or
moves to the incorrect location they are reset and their turn is over. When a player

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earns 100 points they may proceed to the intermediate level, and then to the expert
level by collecting 140 additional points. Students may continue to compete with one
another to re-emphasize the learned skills. Students who do not pass the pre-
assessment will be taken to a series of modules that review the coordinate plane
through video, text, and interactive components. Students are given another
assessment and required to make an 80 and higher to participate.

Critical and/or Primary Path Player Needs to Take
The player must first move horizontally on the x-axis depending on the x
coordinate that the player has input. In the same manner, the player will move
and y-axis second to the y-coordinate that they input prior to entering the tunnel
from the origin.
Important and Incidental Encounters

Training and/or Tutorial Level(s)
The players will first be assessed in the beginning stages of creating their account. The
player is first introduced to the tutorial module if they do not pass the first pre-
assessment. The pre-assessment is assessing the basic elements and functions of the
coordinate plane (moving on the x-axis, and then on the y-axis.) Players are also directed
to the tutorial level module if they do not pass the post assessment that is given when
the player reaches the 100 and 140 point achievements and are able to access the next
level.
Tutorials will be provided through various methods including visual and audio
components. When a learner does not pass an assessment, they will be directed to the
appropriate content to review the skills that are necessary to be successful in that level.
Game Mechanics
Physics
Characters may be walking over icy, shaky, or in windy conditions. The time will follow
the time zone from the state that the player inputs when fist setting up their account.

Resolution and Lighting
Overhead, natural skylight lighting is required. The lighting should create shadows
depending on the avatar’s position relative to the sun.

Movement in the Game
The physics need to accommodate characters that are walking, running and moving in
natural human like motions.

Object Interaction
Players interact with a locked door and the key to be able to enter. When players enter
the key into the correct door they are able to continue their mission, when they key is
used in the wrong door the player loses their turn. Players also must make contact with

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the box that is found at the points that the players are navigating to. A timer may also
be on the screen counting down the time left.

Actions
Players use the arrow keys on the keyboard and the mouse to move, and the
touchscreen technology on the Apple iPad.

Combat
Players take turns discovering and traveling to one another’s points in the game.

Economics
Players will earn a point for each correct point that they identify correctly.

Communications
Players will be able to invite one another to a battle depending from the dashboard
screen if the player is online.

Screen Flow
Once players have an account they will be taken to their dashboard where they will be
able to see the leadership board, their individual student progress, the avatar creator
shop, starting a new game, and general settings. When players start a new game they
are given an option to play with another player or with the computer. The player that
selects to play versus another player will then be asked to enter their opponent’s
username and then they player that has less points in rank will select the environment.
Once selected the players will begin plotting their points and then the game will begin
with the player who goes first selected at random. Players take turns inputting the x
and y coordinates that they are guessing and then traveling to those points.

User Interface (UI)
Appearance
The elements and menus will have an overall dark gray and metal theme. The menu text
will be white and gray. The menus will have an abandoned and rusted metal feel. The
fonts will be pixelated .The user interface will give players the options to log in with a
username and password or create a log in

Visual System
The dashboard gives players a summary of their rankings, the progress made, and the
settings that can be adjusted.
In a classroom or group setting players can see their ranking in points captured
compared to their peers in the main dashboard.

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Control System
The player will control the system using mouse, or the key board on the Mac and PC.
The players will use touch screen technology to move the avatar on the Apple iPad.

Help System
A help system will be accessible in the log-in screen on the Mac and PC versions. Users
will be able to access the tutorials as well as a question and answer forum with the most
commonly asked questions. Users can submit their questions to the automated email
service if they are having any technical issues.

Game Options
Modes of Play
Players may choose to compete against an opponent or individually to capture the
points that were plotted by their opponent or the computer. Players may also select to
play independently to capture the random points set by a computer.

Self-Selected Features
Players will be able to select the basic features to design individualize their avatar. This
includes the eye, skin, and hair color, and a basic selection of clothing, shoes, and hair
styles

Replaying and Saving
The auto-save feature gives players a peace of mind while playing the game, there is no
need to worry about pausing the game or losing data. The game will auto-save when
there is change.

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Section 3. Story, Settings, and Characters
Story and Narrative
The plot of the game is to be the first player to capture all of their opponents points on
a coordinate grid. The avatars that the players create belong to a special force that is
assigned to special cases. Players are training to ensure that they are ready for combat
when they are called to duty. Their current mission is the coordinate grid.

Game World
Environment
Players will be traveling through dark tunnels that are representing the axes on a grid.
The environments in the tunnels are representative of different combat situations that
the force may face including different weather, seasons, and geographical influences
such as the jungle and the tundra.

Characters
The avatars that are created within the game take on the identity that the player creates
for them. The customization features allow the player to give their avatar their own
narrative and background story.

Artificial Intelligence
The artificial intelligence in the game has an opposing role in the game. The characters
will move and react differently depending to the environment that they are working in.
The arctic environment creates the challenge of walking on an icy bridge, they will cross
carefully over a rope bridge, and through a sandstorm in the jungle and ice worlds. The
artificial intelligence is also supporting the player in guiding the player to their desired
destination.

Section 4. Technical
Intended Platform(s)
The game will be available for Mac, PC and the Apple iPad. Players may use the keyboard or
navigate through the game with a compatible game controller.

Game Engine
Unity will be used as the game engine;

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Required Hardware and/or Software for Development
Minimum hardware required includes a
• Computer with sufficient memory and design capabilities
• Virtual design software for computer
• Virtual design software for portable devices
• Audio recording library of ambient sounds

Instructional Data
Instructor will receive a report of student performance. The errors that students make
according to their location will reveal the misconception(s) that needs to be remediated
so that the student can be successful. Instructor will receive reports that display
student progress.

Special Technical Requirements
To create a closed classroom so that students are able to compete against one another,
the instructor must log in and create a class code that is then passed on to the students
to use when they create an account.

Section 5. Logistics
Human Resources
Sound designers, programmer that can use Unity to develop the game, character
simulation team that will work on the movements of the characters that will be used in
the game, curriculum planners will ensure that the movement that is being used in the
game and the components of the game align with the state learning curriculum. Artists
will be in charge of the design and look of the game so that it gives the desired visual
experience.

Project Schedule
• Pre-Production-January 8, 2019 to May 8, 2019
• Programming: January 8, 2019-April 8, 2019
o Develop and test program the program
• Sound design: January 10, 2019-March 10, 2019
o Develop background sounds and effects that correspond with the
environments
• Character simulation: January 9, 2019- February 9, 2019
o Gather data on movements
o Create character movements
• Curriculum planners: January 8, 2019-February 8, 2019
o Align curriculum to state standards
o Align to multiple grade level audience
• Artists: January 8, 2019-May 8, 2019
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o Design game environments
o Design avatar creator
• Game Testing: May 8, 2019-June 8, 2019
• Presentation of game: June 9, 2018


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