Far Frontier

Sihan Ma’s Game Design Document

← Prototype Updates

Week 4

This Week’s Progress and Problem Solving

Unity gameplay screenshot showing an off-road truck on a forest trail

I fixed the collision issues between vehicles and all trees and rocks. I also resolved a problem that caused vehicles to become stuck and unable to move in certain areas.

Following feedback that the project lacked story and gameplay depth, I revised its gameplay and objectives this week. The original concept focused mainly on off-road driving, completing tasks and enjoying the scenery. The revised direction gives players a clearer role and purpose.

Players take on the role of a driver working in a remote region, using their own vehicle to help local residents solve various problems. Completing jobs earns money, which can be spent on upgrading their truck or campsite. Players can also explore the map to discover abandoned trucks scattered throughout the region.

This Week’s Additions

More Challenging Roads

I added numerous potholes and depressions along the driveable roads to make traversal more demanding and encourage players to pay closer attention to the ground ahead.

A water-filled depression along a forest road in Far Frontier
Road depressions add obstacles to the driving route.

Interactive Water

Previously, I represented the river using a texture. Changes to the terrain could cause visible intersections, and vehicles produced no response when entering the water. This made the river feel disconnected from the rest of the environment.

Inspired by the water effects in Family Time, I replaced this approach with a real-time, physics-based water system that responds to contact with the player’s vehicle.

Family Time developer video thumbnail showing its blue water surface
Water reference: Family Time — Headpats and Water!, official developer video by sgthale. © sgthale.
Far Frontier river running through a low-poly forest
The updated river within the forest terrain.
A cargo truck disturbing the water as it drives through it
Water responds as the truck moves through it.

A Lookout Tower at the Base

I used real forest fire lookout towers as a reference, then modelled a tower in Blender and placed it at the centre of the base. Its elevated cabin and braced structure help it fit the forest setting, while its height creates a recognisable landmark that helps players locate the base.

Budd Lake fire lookout tower in New Jersey
Budd Lake Fire Tower — RollerFanatic000, Wikimedia Commons, CC BY-SA 4.0. Unchanged.
Alton Heights fire lookout tower among trees
Alton Heights Fire Tower — Sfearion, Wikimedia Commons, CC BY 4.0. Unchanged.
The braced lookout tower model in Blender
Lookout tower model created in Blender.
The lookout tower at the centre of the forest base in Far Frontier
The tower placed at the base as a visual landmark.