138 ◾ HTML5 Game Development from the Ground Up
caught by any crazy trains or loop sweepers that pop up if the player takes
too long in reaching the commuters, it will crash, and the player loses one
of the three available lives.
e railroads could also be manipulated to make the crazy trains and
sweepers crash into each other, scoring bonus points. is feature is actu-
ally very important to enhance the playing experience further by engaging
players’ revenge instinct against the bad trains that keep chasing aer the
small locomotive, henceforth complementing the collecting instinct (i.e.,
picking up all the waiting passengers), which is at the core of the game
appeal as exemplied by the AGE framework analysis in Figure9.2.
9.2 TURKY ON THE RUN: DESIGN
Like any other sliding tile puzzle, our game will rely on players’ spatial
reasoning skills, but its theme and settings are going to be much dierent
from Loco-Motion. Instead of a locomotive going to pick up passengers,
here we are going to have a little turkey, aptly named Turky, who needs to
reach his peacock sweetheart for a date across the tile-based maze. Lady’s
patience is limited though, so our game will be time based and not lives
based like most other games: if Turky is unable to reach his girlfriend
in time, the game will be over. Also, Turky, while by no means a very
smart guy, won’t be moving around crashing in dead ends if no paths are
available: if the path ends abruptly, he will try to go back looking for an
FIGURE 9.1 Can we manage to drive the locomotive toward the waiting pas-
sengers on the edges of the map and pick them up without crashing somewhere?