Far Frontier
Sihan Ma’s Game Design Document
Week 4
This Week’s Progress and Problem Solving

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.

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.

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.





