by Gordon
S. McLeod
1 Overview
Garden
Evolution simulates evolution as expressed through selective breeding. It is a
child-friendly Web game designed for Flash development with simple but
colourful, immersive graphics and gentle atmospheric audio.
The player
tends and maintains a simple garden, starting with meager individuals of a
variety of species - flower, fruit and vegetable - and selectively breeding
them to produce better individuals. Complicating this process and providing
environmental pressures are the problems of water availability, pests,
excessive chemical use and weeds.
1.1 The Game Session
A typical
session of Garden Evolution would progress as follows.
The player
starts with $200.
The player
purchases an initial selection of seeds and plants them in the garden, and then
spends several days tending to the plants, helping them survive various
threats. During this time the plants increase and decrease in quality in 4
specific categories though the player only sees one real external sign of the
relative quality of a plant.
The harvest
comes, and the plants are sold. The money received is a function of the quality
of the plant. Better plants bring more money. More difficult plants to raise bring more money too.
Upon
harvesting, each plant produces from 1 to 4 seeds through semi-random breeding
with another plant of its species. The player may elect to plant these seeds in
the garden for the next season.
The player
may also elect to buy new seeds; this is a control mechanism since limiting the
player to only growing harvested seed could easily lead to populations that are
too homogenous for improvement.
This cycle
is repeated until 8 seasons have passed, at which point the player has
"won" and the player is rewarded with the revelation of the strength
of the plants she has raised in each category, and their final financial
strength.
2 Game Play
Game play
constitutes navigating a simple interface with few controls and few levels of
nesting. Primary interactions will be buying or selecting plants breeding and
tending to them as game seasons pass.
2.1 Elements of Play
2.1.1 Plants
There are
four types of plants, three of which are beneficial and one of which is an
obstacle. In ascending order of value to the player, the plant types are weeds,
flowers, vegetables and berries.
2.1.1.1 Weeds
Weeds
compete with crop plants for water and garden space. The hardiest type of
plant, the player will have to root them out when they appear or surrounding
plants will lose hardiness and become less promising breeding stock as minerals
from the soil are leached from them and into the weed.
2.1.1.2 Flowers
The most frail of the beneficial plants, flowers sell well for
their beauty but lack hardiness.
The flower
group is composed of Roses and Daisies.
Rose seeds:
$5 each.
Daisy
seeds: $4 each.
Invisible
Characteristics (See section 2.3)
WT: 15%
(Rose), 16% (Daisy)
DT: 16%
(Rose), 15% (Daisy)
TT: 14%
(Rose), 14% (Daisy)
H: 10%
(Both)
2.1.1.3 Berries
Bright and
colorful, berries sell well for their flavour. Hardier than flowers, they will
generally stand up better to problems but not quite so
well as vegetables will.
Strawberries
and blueberries represent the Berry group in Garden Evolution.
Strawberry
seeds: $3 each.
Blueberry
seeds: $3 each.
Invisible
Characteristics (See section 2.3)
WT: 18%
(Strawberry), 17% (Blueberry)
DT: 16%
(Strawberry), 17% (Blueberry)
TT: 18%
(Strawberry), 19% (Blueberry)
H: 15%
(Both)
2.1.1.4 Vegetables
The
hardiest of the beneficial plants, vegetables sell for the lowest cost but are
the easiest to grow and breed.
Tomatoes
and Carrots represent the Vegetable group.
Tomato
seeds: $2 each.
Carrot
seeds: $2 each.
Invisible
Characteristics (See section 2.3)
WT: 22%
(Tomato), 27% (Carrot)
DT: 24%
(Tomato), 30% (Carrot)
TT: 30%
(Tomato), 25% (Carrot)
H: 20%
(Both)
2.1.2 Weather
Weather is a
simple system in Garden Evolution. Each game day carries the random chance of
rain. Otherwise the weather is clear. The odds of it raining on any particular
game day are 15- 20%.
2.1.2.1 Rain
Rain has
the effect of watering plants, both beneficial and weeds. In itself, rain will
never over-water anything. However, if a non-weed plant is watered twice within
one game day, even if one of those times is by rain, the plant will become over
watered and lose some quality.
The player
may be alerted to clearer weather to come on the following day.
2.1.2.2 Clear
Clear
weather is just that, clear of ill-effect. During periods of clear weather, the
player may be alerted to the possibility of rain coming up on the following
day.
2.1.3 Threats
No game is
complete without threats of some sort, a challenge to overcome or obstacles to
bypass. In Garden Evolution, they take several forms.
2.1.3.1 Bugs
Bug
infestation in a garden tile seriously compromises the health of the plant
growing there.
Bugs can be
eliminated through the use of pesticide, but such use carries the cost of
further lowering the quality of the plant it is used on, and to a lesser
extent, those adjacent to it.
In some
cases it might make more sense to eliminate the bug problem by removing the
plant entirely, sparing its neighbors from the spray. The bug infestation will
be eliminated with it. This is best done when the plant has many neighbors.
If left
untended, bug infestations can spread to neighboring plants after two game
days.
2.1.3.2 Pesticide
Pesticide
use removes any bug infestation in a plant-inhabited garden tile, but at the
cost of 15- 20% of that plant's health.
Additionally,
5-10% of the plant's neighbor's health will be lost. Neighboring plants will
not be hit strongly enough to remove infestations.
2.1.3.3 Under-watering
Plants that
go unwatered for more than a game day will begin to lose 10-15% of their
health.
2.1.3.4 Over-watering
Over-watering
is a more serious problem than under-watering, and will cost the plant 25-30%
of its health.
Over-watering
is considered to be two or more waterings in a single game day. Once the plant
is over- watered, additional watering will not cause further damage on that
day.
2.1.4 Time
Time passes
in a series of seasons made up of days, in which players tend to the plants
they have planted to try and maintain the highest quality they can achieve.
2.1.4.1 Days
Days will
pass quickly for the player once initial planting is done. Days are used to
tend to plants, which includes watering, weeding, and spraying for bugs.
Each day,
the player will see live feedback on performance in the form of colour changes
of each plant they are tending.
2.1.4.2 Seasons
There are 6
days in a game season. After the player has spent 6 days planting and tending,
it is harvest time, when plants are sold and seeds replanted for the next
season.
2.1.4.3 Game End
The game ends
after 8 seasons. At this point a score is shown rating the player's highest
scoring individual plants in each species as compared with a theoretical
maximum for that species.
2.2 Interface
The
interface is to be kept as simple as possible, both to keep the game simple to
play and the screen from becoming cluttered.
2.2.1 Primary View
The primary
view is a top down view of the garden patch bordered by grass on the edges.
The garden
patch is subdivided into an 8x8 grid, with each subdivision assumed to be 1
generic unit square.
2.2.1.1 Garden Patch
The ground
is to be coloured a rich, moderately dark earthy brown. Furrows mark the edges
of vertical columns, as in a tilled field. The edge grass is a vibrant, living
green.
2.2.1.2 Garden Tiles
Each
beneficial plant is assumed to occupy 1 generic square unit.
Weeds may
encroach on empty or occupied squares, and will alter the appearance of any
square it occupies along with a berry, vegetable or flower plant.
The ground
will pale in any weed- infested square, representing the sapping of vital
nutrients and water.
Watered
squares will darken further, providing a visual clue as to when plants may need
water and reinforcing the "weak colours need strengthening"
convention used throughout the game.
2.2.1.3 Alert System
An alert
system in the form of a line of text that can appear at the top of the display
alerts the player to important information they need to know about - rain
forecast for the next game day, the approach of harvest, or migration of
dangerous insects.
2.2.2 Controls
All game
controls begin by having the player left-click a garden tile, occupied or not.
A context
menu provides further options. Options are persistent, altering the in-game
cursor to reflect the function being performed.
Available
Options:
2.2.2.1 Buy/Plant
The
Buy/Plant cursor appears on unplanted tiles. The player can select flower,
berry or vegetable and from there the specific type they want to plant.
After a
harvest, seed from each parent plant can be planted in the same manner. Seed
from that specific individual plant continues to be planted until the player
harvests another plant.
2.2.2.2 Water
The Water
cursor appears on planted tiles. Provides one day's worth of
water to the selected plant. Can be used at the top of
a column to water the whole column of 8 tiles.
2.2.2.3 Pesticide
The Pesticide
cursor appears on tiles containing bug- infested plants. Sprays
the selected tile at full strength and surrounding tiles at a fraction of the
strength.
2.2.2.4 Uproot
The Uproot
cursor appears on any tile containing any plant. Removes all
plants from the tile, whether they are weeds or beneficial plants.
2.2.2.5 Harvest
The Harvest
cursor appears at the end of a game season. Sells the plant and retains some of
the seed for replanting. The player is prompted to select a garden tile to
replant in if desired, or may elect to trash the seeds if they seem unsuitable.
2.3 Genetics
A simple
genetic algorithm should be all that's necessary to accomplish the plant
breeding necessary.
In order to
keep the interface uncluttered and kid friendly, little detailed information
will be available from the interface about which individual plants are more fit
than others.
Instead,
players will gauge a plant's fitness primarily by the richness of its colour..
2.3.1 Visible Characteristics
Beneficial
plants are composed of two graphics each - the plant as it exists at full
strength, with the colours as rich and vibrant as they can be.
The other
graphic is a white overlay of the exact same size and shape as the colour
plant, with its opacity set higher to fade the colours out towards white,
representing a less healthy plant. As the player breeds stronger, healthier
plants, the opacity decreases, showing more and more of the full strength
colour.
The degree
of opacity changes with each game day and is determined by averaging all of an
individual plant's invisible characteristics. The resulting score is applied to
the opacity of the white graphic as a percentage.
2.3.2 Invisible Characteristics
Behind the
scenes and invisible to the player, the fitness of a plant is a little more
complex. Beneficial plants have a number of characteristics that can help to
determine their fitness.
These are
float properties where the closer the value is to 1, the better.
2.3.2.1 Water Tolerance
Water
tolerance determines how greatly a plant suffers in conditions of
over-watering. A greater value in this property will reduce but cannot
eliminate the penalty the plant incurs when watered too often.
2.3.2.2 Draught Tolerance
Determines
how well the plant will stand up to periods of under- watering. Reduces the
negative effects of being under-watered, but cannot eliminate those effects
completely.
2.3.2.3 Toxin Tolerance
Toxin
Tolerance represents the plant's resistance to the effects of insecticide.
2.3.2.4 Hardiness
Hardiness
is the value affected by both weeds and insect infestations. Negative effects
by those threats will subtract from this score.
2.3.3 Breeding
Breeding is
kept simple from the player's perspective. The technical side is more involved,
though it is also a very simplified genetic algorithm. Simplicity is necessary
since we're not dealing with large populations and many generations of
evolution.
If fitness
is looked at as a percentile, initial values in the four invisible
characteristics are set in a random range from 15 to 30 percent.
Each day
that a plant does not incur any penalty to an invisible characteristic, that
characteristic gains a bonus of +1-6 percent, representing strengthening and
growth of the plant.
The player
must plant at least two individuals of each species, or none at all. A single
plant will be unable to breed with another of its species.
2.3.3.1 Parent Selection
Parent
selection is automatic; the only way the player could decide that two specific
individuals of a species will breed would be to remove all other individuals of
that species from the garden.
The player
can influence selection, though. The game will randomly pick two parents from
all available individuals within the garden, but the selection is weighted
reasonably strongly by proximity. By separating two individuals from the rest
of the species, the chances of those two breeding are greatly improved.
Every plant
produces seed when harvested. That seed is the result of mating that plant with
the other parent. Each time the player plants a seed from the same parents, the
genetic content of the seed is recalculated. This results in greater diversity.
A new set
of parents will not be determined until the player has finished planting seeds
from the currently harvested plant or until a maximum of 4 offspring seeds have
been planted.
2.3.3.2 Crossover
Crossover
is kept simple as well; Garden Evolution employs 4-way crossover, with 4 traits
to cross. This results in a 50% chance that each of the invisible
characteristics of the plants will come from either parent.
2.3.3.3 Mutation
After 4-way
crossover is performed, there is a 10% chance that a given invisible
characteristic will be randomly regenerated, replacing the value inherited from
the parents. This can help maintain diversity in the event that the population
becomes too homogenous for improvement.
2.3.3.4 Seeding
Once the
mutation phase is complete, the seed is ready for the player to plant. This
process is repeated for every individual seed the player plants, even if it is
from the same two parents as the previous seed.
2.4 End-Game
The end of
the game is reached when the player has played through a total of 8 seasons.
Upon completion of the final harvest, the player's healthiest plant in each
species is displayed with a numerical fitness percentile compared with the
theoretical maximum of 100%. In some cases it may be possible to exceed 100%.
The player's
financial information is also displayed, and a brief message of congratulations
is displayed. The text of the message will vary depending on how high the
player's best plant scored.
50-75%: Not
bad, could do better.
75-90%: Very
good, keep it up!
90-100%:
Talk about a green thumb!
100%+: We've
got the God of Gardening in the house!
2.4.1 Victory
There is no
victory as such; the end-game leaves things open for the player to either be
satisfied with their score or not, and if not, they can play again to try and
beat it.
3 Art Assets
All art assets
are to be created in Adobe/Macromedia Flash Studio 8 in vector form for freedom
of scalability without loss of resolution.
All images are
drawn from a top- down perspective to match the garden display.
3.1 Plant Graphics
Each plant graphic
should have subtle animation as though it were swaying very slightly in a
breeze.
3.1.1 Sprout
Immediately
after a seed is planted, a sprout appears. Sprout stage lasts one day. Sprouts
are green, and have no white opacity graphic counterpart.
Each of the
6 beneficial plant types needs a slightly different sprout image.
3.1.2 Mature
The mature
plants all need the white opacity counterpart graphic.
3.1.2.1 Rose
Roses are
red.
3.1.2.2 Daisy
Daisies are
orange/yellow.
3.1.2.3 Strawberry
Strawberries
are red with black seeds coating them.
3.1.2.4 Blueberry
Blueberries
are, of course, blue.
3.1.2.5 Carrot
Carrots
protrude slightly from the ground, revealing a bit of the orange root.
3.1.2.6 Tomato
Tomatos are
darker red than strawberries.
3.1.3 Weeds
Weeds need
two graphics.
3.1.3.1 Unoccupied
A garden
tile that is unoccupied by a beneficial plant will fill completely with weeds.
3.1.3.2 Occupied
An occupied
tile will look encroached-upon by weeds, where the weeds have taken root just
at the edges.
3.2 Insects
3.2.1 Subtopic
Insects
should be drawn as ants and will appear in the tile they're infesting.
3.3 Soil
3.3.1 Healthy
Healthy soil
will be a medium dark brown.
3.3.2 Wet
Watered and
over-watered soil will be much darker.
3.3.3 Dry
Soil that is
drying or weed- infested will be lighter.
3.4 Grass Edges
Green grass
borders the garden, and should be subtly animated to reinforce life and
movement.
3.5 Weather Graphics
3.5.1 Rain
Rain
splashes and faint expanding circles appear in the garden when it rains.
3.6 Cursors
Each
interface command needs an associated cursor the player can identify on sight.
3.6.1 Trowel
The trowel
is for buying/planting seed.
3.6.2 Watering Can
For watering plants.
3.6.3 Aerosol Can
For spraying against bugs.
3.6.4 Uprooted Plant
With a visible root ball. For uprooting plants.
3.6.5 Scythe
For harvesting plants.
4 Audio Assets
All audio is
to be recorded in stereo at CD quality, with down- mixing as necessary for
final cuts, with specifications to be determined.
4.1 Threats
4.1.1 Insect Infestation
4.1.1.1 Initial Occurrence
When an
insect infestation initially occurs, the sound should be louder and more
attention- grabbing to help the player notice that something has happened.
4.1.1.2 Softer ongoing
infestation
After the
initial attention-getting noise, the sound should be a mildly annoying drone,
encouraging the player to take care of the problem and reminding the player
that there is a problem to take care of.
4.1.2 Pesticide
4.1.2.1 Spraying
The sound
of pesticide spraying should be that of an aerosol can being used.
4.2 Ambience
4.2.1 Weather
Ambient
weather sounds will keep the game feeling more alive.
4.2.1.1 Rainfall
Rain will
be gentle, no driving hard storms or thunder.
4.2.1.2 Wind
As with rainfall, the wind should be relatively soft-sounding; no
hurricane gales.
Grass and
leaves blowing gently in the wind.
4.2.2 Insects
Not to be
confused with insect infestations, these should be more like cricket sounds;
chirpy and a bit more positive. These should not be played so often as to
become irritating to the player.
4.2.3 Birds
The
occassional bird call should help the player immerse in the garden world and
remember there is more out there than just the bordering grass.