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Essay: Business Analysis and Solution Design for Roadman Rush Game by DRIFTT GAMES

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  • Published: 1 April 2019*
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Business Analysis and Solution Design

Sulaiman Jamil – K1619316

Vigan Zharki – K1615421

Ayush Sharma – K1553268

Adomas Vaidakavicius – K1627198

Mithuya Uthayakumar – K1744454






Proposed game name:

‘Roadman Rush’

by

DRIFTT GAMES



Table of Contents

INTRODUCTION AND BACKGROUND RESEARCH 3

Introduction 3

Basic outline of the game's story 3

Features 3

Stakeholders and Requirements Elicitation 4

Power Interest Grid 4

Questions we will ask our Stakeholders and Consumers 5

Requirements and Non Functional Requirements 5

Five Non Functional Requirements 5

Ten functional requirements 6

Requirements, Modelling, Validation and Documentation 6

Use case diagram 6

User Persona and User Stories 7

Hard-core gamer 7

Casual Gamer 7

Student (U-21) 7

Student(U-16) 7

User Stories 9

Social Competitive gamer 9

Casual gamer 9

Navigation Design 11

Wireframing 12

HOME PAGE 12

SETTINGS PAGE 13

LEADERBOARD PAGE 14

SIGN UP PAGE 15

LOG-IN PAGE 16

PLAYER INFORMATION PAGE 17

DAILY REWARD PAGE 18

GAME PAGE 19

ACCOUNT PAGE 20

SHOP MENU PAGE 21

SHOP SUB-MENU (STORE) PAGE 22








INTRODUCTION AND BACKGROUND RESEARCH

Introduction

In our task we were assigned to use a User-centred-design (UCD) to come up with a prototype design for an application. We are able to choose the device, which is why we went for a phone. The reason why is because a lot of people have a phone. As well as this majority of people keep their phones on them at all times which is why we thought it was a good idea to focus our prototype around people with phones. The mediums that we have chosen were ‘games’ is because of the fact that every year the gaming industry is worth more and more. This is why we had chosen gaming because the industry is steadily increasing each year, last year alone (2016) the gaming industry was worth roughly 74.99 Billion USD.

We would say that we have chosen the right industry to target, as it’s stable in terms of financial gain and growing in terms of user growth.

Statista. (2017). Global video games market value 2020 | Statistic. [online] Available at: https://www.statista.com/statistics/246888/value-of-the-global-video-game-market/ [Accessed 1 Dec. 2017].

Basic outline of the game's story

The character ‘A’ has just made enough money to purchase the fastest shoes in the world, ‘A’ walks out of the store and shows off the new pair in the box to a crowd. Suddenly someone grabs the box and runs off with it. ‘A’ runs after the thief who causes obstacles while ‘A’ chases him/her.).

Features

The way that the user is able to switch/changes levels is by the thief putting on the shoes and then boosting off for a couple of seconds into the new level and then the thief gets tired and starts to slow down so that Character ‘A’ is able to catch up with the thief.

For the first stage of the game the gap/distance between the thief is huge, however after a few purchases in the game store the gap/distance gets smaller and smaller until the player is maxed level (50 is max level). As the level increases the speed of the game increases meaning that difficulty increases.  Where on the last level a perfect run is needed in order to catch the thief.

After the completion of the game there would be another mode called ‘infinite sprint’ where the player would be running forever/until they fail to get better discounts from the sponsors. Every milestone reached in that run earns a limited time perk (5 second boost, 5 second shield, extra life, extra XP etc.). At certain distances, the user can earn real discounted perks from the game sponsors which are Pizza Hut, Nike and Adidas.

Loot boxes can be found only once per day, when opened, the user gets either power ups or visual customisation for the character ‘A’. each power up can be can be used one per run. Players can buy power ups with XP earned or in-app purchases. The character gets daily login loot box rewards, where the further down the week you go the better the loot box.

Stakeholders and Requirements Elicitation

The three primary stakeholders that are associated with the App that we are designing are listed below;

• Nike – due to the branding of trainers and the game involving running the shoe brand could be a potential stakeholder in the game

• Adidas – Adidas brands revolves around trainers and the fact that our game includes a lot of running means that it’ll be a good idea to team up with a running company.

• Pizza Hut – Pizza hut requires on time delivery, depending on the goal reached within the time limit, a discount based on the score can be redeemed with pizza hut, engaging students to play the game and increasing the popularity.

As you will see from our power grid below, the reason we chose these three stakeholders is because our audience with higher interest will be students, children and younger communities

Power Interest Grid

The Power Interest Grid below incorporates the stakeholders. Write a brief summary that refers to the grid, justifying why each stakeholder has been placed in a specific cell.

HIGH POWER/LITTLE INTEREST

Financial Supporters

HIGH POWER/SOME INTEREST

Sponsors

HIGH POWER/HIGH INTEREST

Developers

SOME POWER/LITTLE INTEREST

Online Stores

SOME POWER/SOME INTEREST

Target Audience

SOME POWER/HIGH INTEREST

Mod Community

LITTLE POWER/LITTLE INTEREST

General Class users

LITTLE POWER/SOME INTEREST

Children (U-12)

LITTLE POWER/HIGH INTEREST

Social Media Influencers

Financial Supporters will have high power and little interest as they will have control over the finances and will only be interested in the profit made by the application.

Sponsors will have some interest in the application as it will be representing their brand image, this means they will also have a higher power in the the application.

As developers of the application, the interest and power will be very high as they are the programmers of the application and they create everything from the menu system to the way users play the game.

Online stores will have some power as they determine whether the application can be on their store platform or not and what guidelines need to be followed when being purchased from said application store. They will have little interest as profit and recognition for exclusivity is what they will want.

Our target audience will have an interest in the application as well as some power as they will want some functions and needs that keep them active with the game.

The modification or ‘mod’ community have high interest in the game because they will be looking at the code and changing some aspects for the user benefit. They have high power because it will show what users want more from the original game.

General class users will have little interest as they will be classed as casual gamers that will not play the game continuously, they have little power as they are most likely not going to be active users after a time period.

Children will have some interest as they will be looking for a game that they can play and will be active users for a long period, they will have little power as they are not the target audience.

Questions we will ask our Stakeholders and Consumers

• Will you give discounts on your products if we include your branding in the game? (Stakeholders)

• How much will you help promote our game within your company? (Stakeholders)

• How much turnover will you require after three years? (Stakeholders)

• How much are you willing to invest into the company? (Stakeholders)

• How will your investment help us promote the game? (Stakeholders)

• Does the game fulfil what you expected from the download page? (Consumers)

• Would you play this game again? (Consumers)

• Does the inclusion of a discount interest you more in the game? (Consumers)

• Would you refer this game to a friend/colleague? (Consumers)

• What improvements would you suggest for us? (Consumers)

Requirements and Non Functional Requirements

Five Non Functional Requirements

1)   The game must enable the player to begin playing as soon as game is launched.

2)   The vouchers should provide links to the offers won in real time.

3)   The scoreboard must update user score once game is complete.

4)   The game should allow the user to quit playing at any time.

5)   The game is expected to support all different phones.

Ten functional requirements

1)   Play game

2)   Quit game

3)   Pause Game

4)   View Scoreboard

5)   View vouchers collected

6)   Share Reviews

7)   Buy upgrades

8)   Report Issue

9)   Need Help

10) Contact App Developer

Requirements, Modelling, Validation and Documentation

Use case diagram

As you can see in the diagram above the user has a lot of features/items available to them. This is because we want the user to feel as though they have a lot of power and are in control of everything. Which is why you see the admin having very little input. We only gave the admin very necessary things such as deleting accounts if people hack and take advantage of the brands discounts (E.G. pizza hut discount, etc.).

User Persona and User Stories

Hard-core gamer

As a hard-core gamer, I want an in-depth game that can take up as much time and effort to progress and beat the game so that the game is time progressive.

Casual Gamer

As a casual gamer, I want a simple game with easy functions and the game should not require too much thought to play and progress so that the game is more enjoyable to pass time.

Student (U-21)

As a student, I want a game that I can play with ease and can earn the rewards the game promises when progressing through.

Student(U-16)

As a student, I want an easy game to play with minimum difficulty to earn high scores to compete with others.

In-text: (The Interaction Design Foundation, 2017)

Your Bibliography: The Interaction Design Foundation. (2017). The Persona Template for Gamification. [online] Available at: https://www.interaction-design.org/literature/article/the-persona-template-for-gamification [Accessed 23 Nov. 2017].

User Stories


Social Competitive gamer

The user is a competitive gamer with a thrill for victory who plays to win. The user can sometimes lose interest with a game which they have limited chance of winning which means that catch up games that give the user a chance to win are more suitable for them.

The user downloads Roadman Rush for free on their phone where the game is not a time sink game which is suitable for the competitive gamer as they wouldn’t want to wait hours or days to unlock new features or services associated to the gameplay. The game is competitive and allows the user to compete against their friends through winning more points for a bigger score within the gameplay. The game is also competitive with the games unlocks features linked to the sponsors it features which are Nike, Adidas and Pizza Hut in which the user will build a bigger score for these unlocks.

The user could get frustrated as time goes on in the gameplay getting harder and harder to unlock sponsor discounts as the simple milestones have already been unlocked by the user. This means the bigger the unlocks, the harder the game becomes. The user would find the game at times annoying as the game is simple run and swipe game so doing the same actions over and over would get frustrating which is how much the user is limited to. After a long period of time the user's friends can lose interest in the game making the competition less competitive which can lead to the user losing interest in the game because of competition running low.

Overall the game would be interesting for a short period of time as a competitive gamer because of the discounts and the competition with friends, however after a long period of time the competitive gamer would lose interest because of the fact that the milestone will get harder and harder making the user’s friends lose more interest within the game.

Casual gamer

Name: John

Sex: Male

Age: 20

Occupation: Backdoor assistant

Biography: “I enjoy playing games for fun especially with my friends”

As a casual gamer I would like a game that’s very simple to play with mechanics that’s easy to remember. As well as this I would also like a game that rewards the player for the amount of time they put into the game and also how far they progress into the game. I wouldn’t want anything too difficult nor anything complicated to remember.

Roadman rush would be a brilliant game for me as it is a simple swipe game that requires me to dodge obstacles along the way. Nothing too hard about the game and nothing complicated to remember. As well as this I also like the reward the game provides for the user. For example, logging into the game for a whole week gets me a big reward and I also get rewarded for logging in daily as well.

One of the frustrations I would possibly face is the fact that it’s quite repetitive. What I mean by this is that I would be continuously doing the same function over and over, which would eventually get tiresome and boring. I would enjoy a twist in the game every once in awhile to keep the game fresh and new.

One of the ways the game can remain fresh is adding event modes. What I mean by this is having ‘air mode’ where the player is just in the air with the jetpack for the whole game while obstacles are being thrown at him/her. This would be one of the ways that would keep the game fresh and interesting.

However, I would say that the game would be very beneficial for both my friends and me are they enjoy receiving discounts on both food and trainers. This would be a very key element in terms of making other casual players stay playing the game for a while. As well as this the fact that there is a leader board for my friends and myself is very enjoyable. What I mean by this is that the game keeps track of my friends score and would display it on the leader board informing me on the highest score my friends have achieved so far.

Overall as a casual game I would say that I would enjoy the game for the core benefits of the game for example the in real life rewards rather than the in game rewards. I would enjoy the game for a while but as time would progress I can see myself disengaging with the game after a long time, as it would get extremely repetitive.

Navigation Design

NEEDS TO BE COMPLETED

Wireframing

HOME PAGE

The Home page is the first screen that is shown when the application is launched, it has the the games menu which lead to sub menus and is the backbone of the navigation.

SETTINGS PAGE

The settings page is where the User can go to configure settings or contact support for the application and read the privacy policy

LEADERBOARD PAGE

The leader board page is where the user can check scores rankings with people around the world and within the country they are playing the game.

SIGN UP PAGE

The sign-up page is where the user creates a game account with an email, the user is sent a verification email and can then use that email as the game account

LOG-IN PAGE

Using the log-in information created within the application, users can now use that information to log into their accounts

PLAYER INFORMATION PAGE

The character can be customised to the user’s preference using the items acquired when playing the game, it will also show the stats the player has throughout the game.

DAILY REWARD PAGE

Daily reward page is navigated from the home page. This is where the user can collect their daily rewards including upgrades, power ups, skins and free coins.

GAME PAGE

This is the actual launch of the game, and where the chase begins.

ACCOUNT PAGE

This page is where the users can log in or sign up for a brand new account.

SHOP MENU PAGE

In this page the users can buy upgrades or power ups using the coins collected from playing the game or bought from the in game store.

SHOP SUB-MENU (STORE) PAGE

This is where the user can buy coin packs and mystery boxes containing valuable items, which are bought using real money.

Conclusion

We have achieved our original plan as we have successfully designed a game with the desired features we wanted at the start of this project. We have made minor changes to the plan as we have chosen to include background music to ensure that the user remains focused on the game.

The game was initially brainstormed in our first group meeting, we used temple run and subway surfers as inspiration when coming up with the game, however we wanted to make our game unique hence we included the possibility of unlocking vouchers and offers that can be used in the real world, we also created a back story to ensure that the mission of the game is clearly understood by the player.

We did not confront any major challenges however compiling every member’s work together and ensuring that the document reads well together was slightly challenging.

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