The Underground Railroad

I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary

I. Introduction

What was it like to live as a slave in the decades before the civil war? Was there any way out? Fortunately for over 70,000 slaves there was a way out, The Underground Railroad. Sure, we have all heard or read about it, but not really truly experience it.

The Underground Railroad is an educational game that lets you explore the inner workings of how slaves escaped from south to northern freedom in the decade before the civil war. A great tool for school teachers, this game would allow you to change perspectives from slave, to railroad operators like Harriet Tubman, to owners of safe-houses' used as stations, or even the plantation owners trying to prevent it all. Meticulously plan the liberation, but be prepared to pay the consequences if you get caught.

I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


II. Theme

The Underground Railroad is simulation-game that can be played alone or with a group of people. The player can take on a variety of roles, including slave, railroad conductor, slave-owner, or safe-house' owner. Each role is allows for a unique perspective of a very sensitive issue, slavery in the pre-civile war South.

As many as eight people can play simultaneously, working together or against each other, allowing for a complete educational experience.

I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


III. Product Overview

The Underground Railroad is simulation-game that can be played alone or with a group of people. The player can take on a variety of roles, including slave, railroad conductor, slave-owner, or safe-house' owner. Each role is allows for a unique perspective of a very sensitive issue, slavery in the pre-civile war South.

As many as eight people can play simultaneously, working together or against each other, allowing for a complete educational experience. The Underground Railroad uses digitized images, quicktime movies, and authentic sounds and music to produce an environment that draws the player in.

With precise historical accuracy of events and environment, this game takes on the dual role of being fun and educational. The Underground Railroad is designed for use on either a multimedia Macintosh or Windows computer. Versions for cart systems will come later. This product is expected to appeal to children, parents, and especially educators frustrated with the limitations of teaching from a textbook.

I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


IV. Opening Sequence

General Description

When the programs starts, the first thing that is heard is the slow building chant of the slaves working in the fields. The first image is an extreme closeup of one of the slaves hands picking cotton. The camera slowly zooms out, as the sound of the slaves singing gets louder and louder.

The camera then zooms in on one of the slaves, whose eyes are surveying his surroundings. As the slave nears the end of the cotton row, he quietly jumps the fence, and is hurried through the adjoining forest by two shadowed figures. He then emerges from the forest and is taken to a horse and buggy. He then gets his first look at the person who helped him, Harriet Tubman. She says only "go now, we have people who will take care of you from here". The camera follows the buggy (over the shoulder of the satisfied Harriet Tubman), as it heads out and disappears over a hill. The title of the game then appears where the carriage disappeared.

The Sequence

A. The Cotton Field Scene
1. Graphics and Animation
This should be done as realistically as possible, with either texture mapped 3D modeling, or with digitized film footage of a simulated escape.

 2. Sound
The singing of the slaves slowly gets louder and louder, and evens out at a medium level and continues through the scene.

 3. Music
A pressure inducing bass sound should start to rise as the slave who is about to escape begins to look around. It should continue to build, stronger and stronger, until he decides to jump the fence at which time it is at its loudest. All the time, the singing of the other slaves remains constant.
 
 

B. The Forest Scene
1. Graphics
Closeups of the slaves running through the forest. The camera remains stationary, at a low level, around the knees.

 2. Sound.
The sound of the slaves singing slowly fades away as they get farther and farther through the forest. The sound of their feet (the slaves feet are bare) as they pound through the undergrowth is very strong.

 3. Music:
The Pressured music from the last scene continues, at a more hurried pace, as if to push them faster.

C. The Carriage Scene
1. Graphics:
The three people emerge from the forest, and are greeted by a cloaked figure, who quickly ushers the slave into the carriage.

 2. Sound:
The sound of the horse on the carriage, and the short dialogue from Harriet herself.

 3. Music:
The hurried pressure music slowly tails off, and is gradually replaced by music that gives the impression of victory, with a sense of continuation in the music's tone as the title appears.

D. The Logo Screen
1. As the carriage descends over the hill, the music tails away, and is gradually replaced by a plantation slave song supported with instruments.

 2. As the music increases, so does the size of the title, which starts as a tiny dot growing with the music until it is full-sized, in the middle of the screen.
 
 

E. The Credit Screens
1. Graphics:
This title screen can be more of an animated style, with the birds and animals responsible for delivering the credits. (See animation below)

 2. Sound:
The looped theme music remains (this should be a very long loop), yet at a lowered level, and the sound of the animals moving the names around is heard.

3. Animation:
Activity of nature is all around the screen, with squirrels scurrying, crows landing on the title, and snakes slithering through the grass. The name credits are dragged out by the animals (ie. A bird could fly in with a name in his hand, and fly away with it when done), and then dragged back in as another animal brings out the next name.

 I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


V. Utility Screens

General Description

This section describes the menus that give choices for what type of game is to be played. The arrangement of these menus is displayed in Appendix B:
 
 

Interface and Screen Layout.

A. New Game Screen: this includes Character select, Control, and Difficulty Level

 1. Graphics:
The key word to remember with this screen is functionality. The buttons should be clear, simple, and easy to use, without unnecessary distractors.

 2. Feedback Sound:
A simple mouse click noise is sufficient when clicking on the various characters.

 3. Menu Items and Choices:
In a solo game, there is only one control type, one difficulty level, and one character. In multiple player games, each character can select a control type and difficulty level. Of the characters, the slave, conductor, and safe-house owner are using the underground railroad to free slaves, while the slave-owners and federal marshals are trying to prevent them from escaping and re-capturing them.
 
 
SELECT CHARACTER OPTIONS
Character Control Skill Level
Slave* Mouse* Easy
Slave-Owner Keyboard Medium*
Federal Marshal Computer Difficult
Safe-House Owner Joystick Really Nasty
Conductor

* Indicates Default Setting

 a) Definition of terms used on this screen
 
 

Character:
The player chooses from any of the 5 characters. When the player is selected, a overview of that character and his/her role is given in a box at the bottom middle of the screen.
 
 
Controller:
The default way of controlling a character is the computer. When a player is selected to be used, the interface of the game is simple enough that any of the controller types will work sufficiently.
 
 
Difficulty Level:
This controls the skill level that the computer plays at, as well as the resources that the player has available to him/her.

 B. Continue Saved Game Screen:

 A list of previous saved games is available for selection. An parenthetical number ie. (3) next to the game shows if it was a multiple player game and how many players were playing.

 C. Learn about the Railroad Screen:

Historical information is given in such a manor that it ties with decisions made in the game. This includes screen snapshots as well. This option is also available during the game.

 I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


VI. Main Display

A. Main Interaction Screen

General Description

The user is in 3rd person control of the character, moving the character with the arrow directional keys, mouse, or keyboard through the game. Interactions with other people are performed by selecting the item that you wish to interact with by moving the cursor over that person and pressing the mouse button, controller button, or enter key. The interface is simply a hand, which changes based on what position of the screen it occupies. "Hot Spots" will change the cursor into the appropriate interface tool (ie. Object, Conversation, etc...).

 1. Graphics:

 The graphics in the game should be computer generated environments in general, with photo realistic environments authentically replicated is key many more essential parts of the game.
 
 

a. Main Screen
When the player is outside: in town or on the road, the view is 45 degrees overhead, with the user controlling the character. The following items will always be displayed on the screen:

 i. The date, day of the week, and time.

 ii. The characters health status.
This will fluctuate, with sleep and the consumption of food improving this. If the characters becomes sick, medicine will also help this.

 iii. A bar across the bottom for inventory. The current object selected will be normal in sized, which indicates it is ready to be used, with the rest of the objects smaller and faded out.

iv. A small area that indicates what the characters current goal is (this will change often), as well as the characters name. There is no score, as there is only one goal: to make it to freedom (or in the case of the marshal and slave-owner, to prevent this). The character will have a series of goals to lead him/her to freedom. As each of these is completed, a new goal is added. Double clicking on the goal box will bring up a list of what has been accomplished, as well as the current goal.

b. Progress Screen:
Indicates your current progress, what your next goal is, and the option to learn more about the trail. Also, a history of what has happened is available to be reviewed by the player (especially important in the case of returning to a saved game after many days or weeks have passed). You access this screen by selecting the Progress update button next to the 'current goal' indicator.

 I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


VII. Objects

INVENTORY ITEMS
Clothing Money Weapons Writing Tools Food Special Objects
Pants Gold Pieces Shovel Fountain Pen Corn Letter from Harriet
Shirt Silver Pieces Musket Paper Water Citizenship Papers
Boots Currency Rifle Bread Newspaper
Coat Whip Treated Meat [create these as needed]
Shoes Ax Fruit
OTHER OBJECTS
Buildings People
Plantation Mansions Hariett Tubman
Slave Living Quarters Multiple Versions of Player Characters
Safe-Houses Police
Village and City Buildings Townspeople

I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


VIII. Animations

A) Inventory Items

Each of the inventory items should be created in a 3D modeling program, and the objects can be rotate by the player in the inventory section of the screen. Authenticity of objects is important.

B) Buildings

These also should be created in a 3D modeling program, with graphics texture mapped onto them. Authenticity is also key here.

C) People

These do not need to be elaborate. Quicktime movies of certain characters talking is appropriate for some sections, although certainly not necessary for each interaction.

 I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


IX. Additional Graphics

'Cut-Scenes'

Quicktime animations of the 'cut-scenes' that are shown after sub-goals have been accomplished. Re-creations of simulated historical events should be filmed and then digitized for these cut-scenes (ie. when the slave makes it off from the master's property, a cut-scene of the slave slipping over the fence and disappearing into the woods would be appropriate).

 I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


X. Sound

As much digitized dialogue as possible should be used, with real actors, as opposed to getting the sound guy to do it. This can make the difference between coming off as cheap or authentic. Also, sounds for picking up objects, using objects, new people entering the scene, and all other game elements should be used. Make these simple, subtle, and effective.

 I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


XI. Music

I am not an expert, but my suggestion is to have a deep, slow, subtle music in that depicts the mood of the setting that the character finds himself in. For instance, when a recently escaped slave sneaks out late at night to see the hung body of his friend whom he escaped with, flutes and whistles would probably not be the most appropriate choice of instruments. Make it rich, varying, and non-distracting.

 I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


XII. Interface

 I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


XIII. Play-Mechanics

A) Buttons The interface is a familiar one, with the cursor changing as it moves over different areas of the screen that are designated 'hot-spots'. B) Movement Takes place when the character clicks his/her character once with the mouse, keyboard enter key, or joystick button, and then moves the controller. Screens scroll as the player encounters the edge of the screen. When the player enters a building, the outdoor scene is replaced by the interior of the building (or possibly carriage or train). C) Objects The current object selected will make different 'hot-spots' appear on the screen to be used with the specific objects. D) Cut-Scenes These occur when goals are achieved by the player (ie. escape the plantation, arrive in Canada, etc...)

 I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


XIV. Difficulty, Playability, and Play Life

This simulation game has options for playing a variety of characters at different difficulty levels. The player can play against the computer, or against friends, allowing for a virtuously limitless combination of story lines to take place. Re-playing the game from a different perspective is very much playing a new game, with separate goals, and separate 'cut-scenes' (sorry Mr. Developer)

 I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


XV. Summary

Obviously there are many elements of this game that have not been elaborated on. A first step that needs to be done is an in-depth research study, reaffirmed from a variety of respect sources (of course to be included in as support of the product in the final product. A statement from a Professor of American History from Harvard would look really nice on the box).

 Also, the individual cut-scenes have not been teased out. They still need to be scripted and storyboarded. The various settings that the action will take place in should be based on the research that is done. Re-creations of historical buildings would allow for students in a class to take field trips to the actual existing buildings, adding yet another element of authenticity to the game.

 Finally, there is allot that is not covered in these specifications. Any suggestions or comments for change or improvement are welcomed.

 I. Introduction II. Theme III. Product Overview IV. Opening Sequence V. Utility Screens VI. Main Display VII. Objects VIII. Animations IX. Graphics X. Sound XI. Music XII. Interface XIII. Play Mechanics XIV. Play Life XV. Summary


Appendix A: Historical Information

Here is just one example of the type of historical information that should be made available to the player. This information could be found on the front page of the newspaper when the year 1850 arrives.

 SLAVE ACT PASSED!

 In order to deter slaves from escaping and free citizens from aiding in escape attempts, legislation was passed in Congress by southern congressmen. These laws stipulated that it was illegal for any citizen to assist an escaped slave.

 Furthermore, the legislation, which was entitled The Fugitive Slave Act (1850) demanded that if an escaped slave was sighted, he or she should be apprehended and turned in to the authorities for deportation back to the "rightful" owner down south. It was thought that the Fugitive Slave Act would diminish the incentive for slaves to attempt escape. The rationale behind this was the slaves' realization that even if they managed to escape from their plantation, they could still be caught and returned by any citizen in the United States. In fact, the Fugitive Slave Act was so severe that at the behest of Senator Henry Clay, it was legislated that any United States Marshall who refused to return a runaway slave would pay a hefty penalty of $1,000.

More historical information:

The Underground Railroad Web Site