Concept Document: Skyline
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Transcript of Concept Document: Skyline
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8/7/2019 Concept Document: Skyline
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SKYLINE
TAGLINE
"Design the face of a city."
HIGH CONCEPT
Skyline is a streamlined and "casual" city management game for the iPad
that emphasizes the beauty of the city's skyline through a side camera view
and distinctive art style. Players balance industrial, commercial, and
residential buildings in ways unique from other city-building
gamesunobstructed views keep residents happy and a well organized
skyline brings in tourism money. Since there is no overhead view, players
are given a sense of their whole city through four different view directions.
The game begins in the early 20th century just as skyscrapers have been
invented and ends 200 years later with futuristic buildings. Every few
decades new building types are unlocked. A time-lapse option provides
players with the ability to view their city's skyline grow and change over the
years. There is no explicit goal or winning condition, but the game will end
after 200 years have elapsed. The only loss condition is bankruptcy. The
self-directed and implied goal is to create a functioning and aesthetically
pleasing city.
TARGET MARKET
Skyline will appeal to people who are put off by the complexity of city
management games but would enjoy a really accessible game that they can
spend 5-30 minutes at a time with. The hardcore city sim player will also be
attracted to this new take on a familiar genre. The intuitive touch controls
also make it a fun game for parents and their young children to play
together.
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KEY FEATURES
Drag-and-Drop Construction
Placing buildings on the skyline is simple enough for a young child to grasp.
Tap the building browser button then scroll through it until the desirablebuilding is found. Drag it on to the city and a ghost outline will appear, which
can be moved horizontally or stretched vertically with simple touch and drag
controls. Double tapping will cycle the building backward through the layers
of the skyline so it can be positioned right in front or obscured in the
background. Once the desired height and position has been set it is marked
for construction by tapping a "build" button. Cranes will then appear and
spend approximately a minute real-time building it. Double tapping an
already constructed building brings up a menu that allows it to be marked
for demolition or conversion into another type. The entire city is built thisway, without any indirect "zoning" or construction of roads and utilities.
Zoning Balance
Just as in SimCity, the player must delicately balance Industrial,
Commercial, and Residential growth. Rather than zoning and letting
buildings construct themselves, every single skyscraper is hand-picked and
placed by the player. Industrial buildings are required to be placed on the
two closest foreground layers and have a negative impact on residential
growth/happiness. Residential apartment buildings and condos require
unobstructed views and proximity to the foreground water or park for the
greatest happiness, and are negatively affected by being too close to
industrial buildings and too far away from commercial ones. Commercial
buildings generate the most tax income when concentrated together (the
downtown core). Distance between buildings is determined by both
horizontal space and the layers they each occupy. A residential building's
view of the foreground, and therefore its "happiness", is determined by the
percentage of floors that the player can see, or in other words are not
hidden behind other buildings. The player is rewarded for proper and
efficient building placement with money from tax income that can be used to
purchase additional buildings.
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Landmark Buildings
Meeting certain goals such as a high resident happiness, achieving a certain
density of construction, or gentrifying an industrial waterfront will reward the
player by unlocking unique landmark buildings. These can be constructed for
a huge bonus to tourism revenue if placed in an unobstructed position ormade to dominate the skyline (ie. no adjacent buildings of a similarly
impressive height). Landmark buildings include but are not limited to:
museums, unique skyscrapers, opera houses/theatres, and stadiums.
Tourism
A city with a nicely balanced skyline with modern, tall buildings, little
pollution from industrial smokestacks, landmark buildings, and a high
resident happiness rating will draw tourists. High tourism will bring in
additional money at the end of each game year and unlock new buildingtypes such as hotels and conference centres.
Seasons, Weather, Day/Night
Different weather effects will occur from time to time. Snow, lightning
storms, fog, aurora borealis, etc. These will add visual flair to the skyline
and have no effect on the city stats or growth. There will also be a day/night
toggle that the player can switch between at will. Viewing a skyline at night
will be completely different than during the day as buildings will be defined
by window lights, rooftop spotlights, blinking radio tower beacons, etc.
Time-Lapse
Players can choose to view a time-lapse animation of their city from its
beginning whenever they please. In normal play, one year of game time is
equivalent to one minute of real-time. This is compressed to one second for
the time-lapse. Seasons will fly by, buildings constructed and torn down in
seconds, and so on. This lets players get a sense of just how much their city
has evolved (or deteriorated). Players will be able to set a music track from
their personal libraries to be played during the time-lapse video. The video
can then be easily uploaded to Youtube and shared through email, Twitter,
or Facebook from within the game.
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Urban Decay
Players will be penalized with urban decay for failing to properly balance the
various building types (for example, placing apartments too close to the
pollution and noise of industry). Residents will leave for the suburbs, office
space will be vacant, and industry will stagnateall of which means less taxmoney to spend on new buildings. Urban decay will be visually depicted with
elements like broken and boarded up windows in warehouses and large "for
lease" signs on buildings. Players can recover from urban decay by
condemning poorly placed buildings and trying a new layout. If the player
goes bankrupt the city is granted a stimulus package of extra cash which can
be used to rebuild. If the city goes bankrupt due to urban decay twice in the
span of 50 game years, the game is over.
GoalsLong-Term: The only explicit goal is to make a city that can thrive for the full
two centuries. Even that is not necessary, as a player may decide to try and
build a thriving city and see what it would look like if it collapsed into urban
decay. There is no single way to "win".
Mid-Term: There are optional goals that lead to new buildings being
unlocked. A high population milestone will unlock bigger and better
apartment buildings, high tourism leads to hotels and airports, and high
commerce allows factories to be gentrified and converted to high-priced lofts
and condos. Players may also impose their own goals on a game session,
such as creating a beautiful residential waterfront, or accurately replicating a
famous city's skyline. There would be no in-game reward, just player
satisfaction (amplified through the ability to share images or time-lapse
videos of the city that has been created through social networks).
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CONTROLS
Tap
Open/Select interface elements such as buttons.
Drag (touch, hold, drag, and release in any direction)
Place building by dragging its image from the Building Browser menuto the game view.
Adjust building outline height by grabbing "handle" on roof and pullingup to increase number of floors.
Double Tap (two taps in quick succession)
On planned building: Cycle outline through layers
On built building: Bring up Action Menu
Swipe (a quick horizontal drag across the screen with one finger)
Scroll view left or right
Two-finger Swipe (a swipe with index and middle fingers)
Change camera facing direction (North, South, East, West)
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CAMERA
The camera is a fixed height side view. The player can track (scroll) the
camera left and right a limited distance by swiping on the screen. There
would be a parallax effect between the foreground, buildings, and skybackground. Each city has 4 different camera positions corresponding with
directions on the compass. These can be switched between at any time using
a two-finger swipe to get a new angle on the city. Each city therefore has 4
skylines, though a building visible from one view will not necessarily be
visible from other angles.
VISUAL STYLE
Skyline is 2D and uses an illustration style that seems like it might belong ina magazine or on a postcard. The buildings have no illusion of depth, but
nonetheless manage to "pop" from the background through their strong
shapes and colours. The foreground elements at the bottom of the screen
are slightly more detailed than the buildings and will animate to change with
the seasons and weather.
Reference image showing camera angle andvisual style
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COMPETITIVE ANALYSIS
Competitor Title Features Skyline Features Response
Civilization Revolution
(iPad)
1. "Wonders" special
buildings with huge
bonus
2. Technology tree
3. Many different
civilizations to choose
from
1. "Landmark"
buildings
2. New buildings are
unlocked by meeting
certain goals or at
specific years.
3. City templates that
affect weather
patterns and
foreground (ie. island,
river, mountain, etc)
1. Very similar
feature
2. Unlocking buildings
by meeting goals is
more rewarding than
waiting X turns
3. No restrictions on
style of building allow
players to personalize
their city as they wish
SimCity Societies 1. No zoning, directly
place buildings
2. 10 different
"societies" or themes
(Cyberpunk, haunted,
small town, etc)
3. "Social energies"
change look of city
1. Directly place
buildings
2. Wide variety of
building types
3. Failing cities will
have run-down
buildings and other
indicators of urban
decay
1. Very similar
feature
2. Themes are
imposed by the player
through self-directed
play
3. The look of the city
is determined by
placement and
management of
buildings
Cities XL 1. Gameplay
Extension
ModulesThemed
areas that extend the
city such as a beach
or ski resort
2. Wide variety of
transport
management options
3. Resident social
classes (workers,
executives, elite)
1. A large selection of
foreground elements
(ie. docks, beach,
park, canal, etc.)
2. No transport
management at all.
3. Different classes of
buildings (ie. high
class condo and low-
class residential
projects)
1. The need for
constant building
renewal keeps the
skyline fresh
2. Detailed traffic
management has
been cut to focus on
core experience
3. Social classes are
represented through
the variety of
buildings, not
individuals
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CONTACT
Michel McBride-Charpentier
[email protected](604)836-0397
Portfolio: http://www.bigapple3am.com