Updated Title Screen

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The first pass at the title screen - The title comes in from the top, a bus comes into few with the words “Start Game” on its roof

Collection of new Road tile objects - All art is made so it can be repeatable and can seamlessly attach to any other art object. A large bus loop will signify the end of each route. The radar trailer will list the current speed of the player’s bus.
- Billy

Collection of new Road tile objects - All art is made so it can be repeatable and can seamlessly attach to any other art object. A large bus loop will signify the end of each route. The radar trailer will list the current speed of the player’s bus.

- Billy

Level Mockups

Basic Level

*Grid is 255x255 pixels*

Tutorial level concept - Teaches the player about stopping at bus stops and one obstacle (Corner)


Advance Level

*Grid is 255x255 pixels*

Advance level concept – Multiple obstacles.

Collection of people and “city” tile objects. The game is tile based so building levels feels like playing with legos (Drag objects onto the game area, build a scene and attach that to multiple scenes).
1. Construction Objects
2. Bus Stop Sign and Glass Bus Stop
3. Pedestrians/Bus riders
4. Bus Stop Benches
- Billy

Collection of people and “city” tile objects. The game is tile based so building levels feels like playing with legos (Drag objects onto the game area, build a scene and attach that to multiple scenes).

1. Construction Objects

2. Bus Stop Sign and Glass Bus Stop

3. Pedestrians/Bus riders

4. Bus Stop Benches

- Billy

Collection of Road tile objects - All art is made so it can be repeatable and can seamlessly attach to any other art object. The game is tile based so building levels feels like playing with legos (Drag objects onto the game area, build a scene and attach that to multiple scenes).
1. Curved Barrier
2. Straight Barrier
3. Curved Road
4. Side Walk
5. Straight Road
6. Cross Walk Light Pole

Crossing walk lights can be swaped out to make traffic lights

7. Cross Walk
*I’m in the process of making stop lights, curved side walks and traffic intersections*
- Billy

Collection of Road tile objects - All art is made so it can be repeatable and can seamlessly attach to any other art object. The game is tile based so building levels feels like playing with legos (Drag objects onto the game area, build a scene and attach that to multiple scenes).

1. Curved Barrier

2. Straight Barrier

3. Curved Road

4. Side Walk

5. Straight Road

6. Cross Walk Light Pole

Crossing walk lights can be swaped out to make traffic lights

    7. Cross Walk

    *I’m in the process of making stop lights, curved side walks and traffic intersections*

    - Billy

    Braking mechanic and scoring prototype

    You can try out a early prototype of the Braking and “sweet spot” score mechanic

    - Billy

    Gameplay Mock up

    gameplay mock up

    1. Current Score

    2. Passenger Happiness/ Current Route Timer

    3. Bus Stop

    • Coming to a complete stop within the “blue” bus stop zone results in a score multiplier. The further the player stops from the “blue” stop, the fewer amount of points they receive and there is a drop in the happiness of the passengers.
    • Consecutive “blue” bus stops add to the score multiplier.

    4. Users Bus

    • The bus travels with momentum (the faster you go, the faster it takes to stop). Players will have to gauge how much distance they need to stop within in upcoming stop zones.

    5. Speedometer

    6. “Next Stop” Ticker - Ticker flashes on screen before next bus stop comes into view.

    - Billy

    High Concept and Key Features of the game

    High Concept

    Drive a bus picking up passengers. Finish your route in the fastest time and with the happiest customers.


    Key Features

    One Button Driving

    • Press and hold “space bar” to stop the bus.
    • Holding down the button will slowly stop the bus, allowing the bus to come to a stop to pick up passengers.
    • The bus travels with momentum (the faster you go, the faster it takes to stop). Players will have to gauge how much distance they need to stop within in upcoming stop zones.


    The Perfect Stop

    • Coming to a complete stop within the “blue” bus stop zone results in a score multiplier. The further the player stops from the “blue” stop, the fewer amount of points they receive and there is a drop in the happiness of the passengers.
    • Consecutive “blue” bus stops add to the score multiplier.


    Daily Driving

    Bus drivers must navigate through traffic intersections, construction zones, cross walks and windy roads, and maintain good time to keep their customers happy.

    Traffic Intersections

    • Cars begin and end their path off screen, flowing from right to left and vice versa.
    • Hitting a car brings the bus to a complete stop and drops the happiness of your passengers

    Construction Zones

    • Upon entering a construction zone players must maintain a speed slower then stated by the construction sign.
    • Going over the stated speed results in the player getting a “speeding ticket”, dropping the happiness of your passengers.

    Cross Walks

    • Players must stop at flashing cross walks to allow pedestrians to cross.
    • Entering a flashing cross walk results in a drop in happiness of your passengers.

    Windy Roads

    • Players must slow down on turns or risk going off road.
    • Going off road results in a time penalty and drops the happiness of your passengers.
    - Billy
    Welcome to the Development blog for the single button game “Bus Stop”. Check back for updates on the process of making a video game.

    Welcome to the Development blog for the single button game “Bus Stop”. Check back for updates on the process of making a video game.

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    Themed by: Hunson