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                                 Coffee Run 
   
       
 
 
 
 
 
 
 
               Designed by  
           Chalkboard Cosmos.  
         For PC and Mac  
 
 
   “Fun for all ages, from young adults to young pensioners.” 
Age Rating: 12+ 
                    Shipping Date: TDA  
 
                         #CoffeeRun  
Story & Gameplay 
 
Theodore’s background 
The story begins with our main character, named Theodore. 
Theodore works night shifts at a firm called  ‘NightLife’ a co­operation run by one man, who 
depends on his coffee in the morning to function, his name; Sir John Fritz. He normally chooses 
from his employees to get it for him. 
One monday evening, five minutes before he left for work, Theodore received a text from Sir 
John Fritzes secretary, informing him to pick up a latte from the Coffee House down the 
boulevard, with no given extra time, Theodore would be fired if he disobeyed/arrived late.  
  
His journey embarks on a series of exaggerated, health and safety hazards downtown. Including 
a wind tunnel at the beginning, to thrust Theodore upwards, keeping him from knocking over his 
drink by a crowd of people heading to the CoffeeHouse. When Theodore reaches the middle 
gateway tunnel, he enters the city life during the night. Although he pursues the same goal, 
Theodore is faced with more challenging obstacles.  
 
The first set includes a broken down crane, dropping many girders. Theodore must wait, then 
jump from girder to girder, to reach the next building. At the rooftop of the second building, he 
comes across three 'gravity crates'. He realises that he can't reach his destination without 
moving the crates in order to create a disfigured, stepping stone path. After they are positioned, 
Theodore athletically jumps from the first to the second and third, when he finally makes it to his 
workplace.   
   
• Avoid crowd of people.   
• Reach vent.   
• make it to first building.   
• Make it through girders.   
• Approach second building.   
• Push and position Gravity Crates.   
• Jump from one crate to another.   
• You have completed the level. 
 
 
 
 
Game Flow 
 
We want our game flow to be very intense, challengeable and repetitive. We also want the game 
to be described as beautiful and as realistic as possible so the player would feel pride in the 
game. The game flow is about a little character called Theodore, who explores a big city like NY.  
 
He starts of leaving the coffee house, with his coffee cup through the city itself before getting 
towards ‘nightlife’ building, which is his work, and where his boss expects the cup of coffee. The 
key through your journey is to avoid crowds of people and not to fall off cranes or broken 
buildings or you will die and have to start all over again. During the daytime city, it will look very 
cheerful and the bright colours will put you in a positive mood to win the game.  
 
The use of weapons in the game may be hard to find, because they are more like an escape 
route. You wouldn’t think they are weapons at first, however they do help you get away from the 
enemies. For example at the start of coffee run game you will see a crowed of people and the 
weapon is invisible, however moving your character forward you will come across an air vent 
just under the crane. If you move the character onto the air vent once found, it will take you up to 
the cranes. 
 
Once you completed going through the first journey during the daytime of coffee run, you will 
come by a broken glass building, which will have a warning sign appeared to tell you that below 
is a long drop. You must not fall or you will die and have to start over, so the player will have 
pre­caution and understand the element of the game as you can see on the right a picture of our 
warning sign. We haven’t considered a score just a character gaining skills and exploring new 
abilities to cross over buildings. The only score is getting to the finish line.  
 
Theodore then has to wait till you see floating gravity girders traveling downwards. You will then 
have to get your timing right and use the keys to get Theodore across until you see the nearest 
building. Overall the game depends on his coffee in the morning to safely cross till he gets to 
Nightlife building and that’s where his boss will be waiting for his cup of coffee. 
 Before you see the spectacular Nightlife building, the real challenge begins when you come by a 
pile of crates before you. The fun then begins and the game will test out your concentration skills 
and your creativity on how you can get across safely without falling just before the finish line.  
 
 
 
 
 
 
 
Characters & Controls 
Coffee run is a game based on one coffee, one journey. The player controls the character of 
Theodore. A hipster, young adult that works night shifts. As the player, your job is to take control 
of Theodore and help him bring his boss a cup of coffee. This however, is easier said than done.  
The player must use the arrow keys and the spacebar to influence Theodore's movements; run 
forwards, backwards and jump. He must avoiding any potential hazards. These vary from 
construction sites, to crowds of people or even just falling from tall buildings.  
The character Theodore is the only fully commandable Actor during gameplay. With just using 
his basic ability to move and push against other actors, you can reach high levels and move 
gravity crates in order to create new pathways for your character. This is very important for the 
game to include, it gives the player a feeling of total control over his character, with a sense of 
freedom, allowing him to choose what he does with objects. 
The player has not been given a time limit to complete his game, purely for the amusement. The 
color, music and the overall design of the game has been described to be quite beautiful, and so 
it was in our best interest to not rush the player, and give them the time and ease to appreciate 
the game for what it is.  
The controls responsible for Theodore’s movement and interaction with other actors, are the 
eight rules shown in the picture. Most are straightforward, for example: the collide behaviour was 
added to Theodore so that he could bounce away from any actor with a given tag. The collide 
behaviour becomes useful when creating a surface that an actor could bounce from, like a 
trampoline, then you also have access to the trampolines physics elements, allowing you to 
change the bounciness. I am mentioning this because, halfway through the gameplay, Theodore 
approaches some falling girders that have the same behaviour, allowing Theodore to jump from 
one to another.  
   
The ‘move rules’ are basic commands, simply changing the attributes once or twice per 
movement and a reserve, so if the forward arrow on the keyboard isn’t ‘down’ then the ‘don’t 
move’ rule is applied in default. This is very important to the characters movement appearance 
once the animation is include, because not only is it easier to find where to place the animation in 
the rules, it also corresponds with it’s change, each time a different button is pressed. 
 
Main Gameplay Concepts  
& Platform Specific Features 
The type of gameplay that the player encounters is simple ʻMarioʼ style. You can only move Up, 
Down, Left and Right. As expected, you can also jump using the space bar. We wanted the 
controls to be as simple as possible because the art in the game is quite detailed and we didnʼt 
want to over complicate the game. 
 
The genre of the game is a platformer. Our character ʻTheodoreʼ travels through the city, 
avoiding various obstacles which could endanger his precious coffee. At the moment we only 
have one level, but the intention was to create extra levels with different artwork to represent 
different parts of the city. The extra levels would also increase in difficulty as you progress. 
 
The unique selling points of the game would be the challenge of not spilling your coffee and the 
extra detail in the artwork. As a platform game and a running game, it plays like a hybrid of Super 
Mario and Temple Run. From the beginning, we wanted a coffee cup to be present in the game. 
Either as a loading bar or a status bar for the coffee. We achieved this in the end as a rotating 
loading graphic.  
The game was initially designed for the Ipad but after adding so much artwork to the game, we 
decided that the colours and extra details would be better enjoyed on a bigger screen ­ hence the 
game being set for PC and Mac. The bigger screen also allows you to see where youʼre heading 
with your coffee, rather than playing a game which hinders your viewing experience on a small 
screen. 
 
 
 
Gameworld  
The gameplay takes place in a fiction world which is driven by coffee. If you think Starbucks is 
bright now, imagine todayʼsworld x10. Theodore needs to get his coffee to his boss who works 
across the other side of the city. His journey begins at the sweet Coffeehouse At The start of the 
game. Itʼs still light in the city but the light is fading and the sky is fading from blue to orange. 
Theo must get to work as soon as possible but mustnʼt drink his coffee. He avoids crowds of 
people and scrambles across building sites and through tall buildings to get to ʻNightLifeʼ across 
the other side. ʻNightLifeʼ is a media company and they work all night, hence the bosses need for 
his caffeine fix. 
The challenges he encounters along his route, are exaggerated versions of what you might find 
on a tough commute to work.. The change from dusk to night is supposed to reflect the calm 
mood of the day that transforms into the stress and panic of the night, especially when you have 
a deadline to reach. 
Below is a gameplay flowchart of the stages you encounter and the options youʼre given.  
 
Coffee Run has a linear navigation because youʼre always moving forwards,and you canʼt ever 
resort back to a previous point in the game. Once youʼve left the coffee house, youʼre not going 
to progress in the game unless youʼre moving forwards.  
Interface 
 
Like every platformer game, the player cannot see the whole map during gameplay. He or she 
can only see as far as the character’s camera allows them. In our game CoffeeRun, in order for 
the player to see what the map consists of ahead, he or she must maneuver Theodore to either 
to the side of the screen to display different parts of the map.  
The music is a soothing and peaceful song that we selected for the game, right after we created 
the paper prototype. The fact that it fits with the world of CoffeeRun so well, improves the 
experience for the player. The odd tune’s collaborate well with the make believe world and 
compliment the overall design. 
 
Podington bear’s soundtrack became the song for our game, immediately after we heard it. The 
idea of coffee run was to create a different interface where the player, could start the game with 
a peaceful mindset allowing them to easily adapt to the controls. This heavily depended on the 
atmosphere of the game being bright and easy at first. Then, to introduce new challenges, a dark 
side was literally created within the game. A juxtaposition of the ‘pretty opening’ We called this, 
The City Nightlife. 
 
The ‘dark side’ is not only a change in color scheme, but is where challenges become more 
daunting and very intriguing for the player, which also includes some surprising elements that 
are unlikely to be found in any other game.  
The next page shows a Simple Flow chart demonstrating how the player navigates the interface.  
 
 
Mechanics & Power Ups 
 
A mechanic we have used would be the air vent as you can see above in the picture. The
air vent was an unusual idea, however is great because it makes the little guy float up onto
the crates away from the enemies. We feel it’s a great way to get the players interested
and I liked how we thought out of the box, than using a boring staircase, which was our
original idea. We also used our song choice as the sound effects when Theodore dies, the
reason is because we want to let the player know what has happened to Theodore and we
done this by having a spilt coffee cup appear when he dies, then you have to start over
again.
Finally the best mechanic I feel we have created would be the crates. They are a great idea
to get the character to move them and jump across in a unique way each time, but the fun
really starts when the crates break apart from each other so the character has to quickly
get across. The mechanics were easy to think of, on the technical side because there are
fewer rules and behaviours integrated for their movement so it was easier. The crates
also link in really well with the city theme and I am pleased they work efficiently
throughout the game. Unfortunately we didn’t include any power ups, because we
concentrated on the mechanic side and wanted the coffee run game to be more like a
traditional obstacle course, with a prize at the end.
Our Replacement of Enemies 
 
The player will face no traditional enemies throughout the Coffee Run game. Just obstacles
and nuances. the first step is to avoid a crowed of people at the start and they are
considered enemies because if you touch them you will die and have to go back to the
start. The interesting tactics of the Enemies is that they don’t look evil, they are just
dressed casual for work, so they blend in with the whole city theme and I believe with
them there its gains more thrill, of the unexpected and not realizing they are your enemy.
The obstacles above carry the same satisfaction of any other gameplay that may include
actual enemies. The obstacles were chosen over having enemies because they fit into the
story of our character, and didn’t need an introduction.
There are plenty of benefits of having obstacles instead. One of the benefits of the
obstacles is that the player can choose how to approach the obstacle, free from worry of
attacks. Another benefit would be that the player can also use some obstacles as tools to
create paths or to transport themselves.
Each obstacle has it’s own challenge, for example the crates fall apart as you cross over
them and the challenge is to quickly jump across to get to the finish line before they break
apart, if you fail, Theodore falls and the player is given the chance to try again or return to
the menu. This is a great replacement of ‘Enemies’ because it adds more free will and
pressure to plan - and then win.
The only boss we have considered would be Theodore actual work boss who expects the
coffee at the finish line, on top of the nightlife building.
 
 
 
 
Cut Scenes, Bonus Material and Comp 
Our game doesnʼt have any cutscenes or competitions, but we do have possible bonus material. 
The game currently only has one level, but we want a more advanced version of the game to 
have as many as four levels. Each level presents a different cityscape, with a progressively 
harder difficulty level. The levels are locked at the beginning of the game so that you can get 
used to the game on an easy level. We also considered the idea of having the future levels as 
something you would have to purchase.   
If the game was particularly successful, we would like to join forces with a real world coffee 
brand such as Starbucks or Costa ­ so that the game could be used for promotional purposes. If 
you buy a Coffee Run coffee in one of their stores, youʼre given a code to play the game online. 
This code would only get players of be enticed again. 
 
 
 
 
 
 
 
 

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