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  • Results From Game Design Challenge: Just In Time

    - Danny Cowan

  • Azwar Fikri Yudhi, Project Executive, Back-in-Time Management


    Back-in-Time Management (BiTM) is a game with time management concept, where you can go back in time to do another things to achieve your goal. The idea of the game is "A Time Travel feature to allows you to do multitasking concurrently."

    The goal of BiTM is to fulfill hours committed to all of the Workloads given, with a certain Events that may occur on the process.

    Some Events can disrupt player plan. This is where Time Travel is used, to allow them to do another works at the same time. But the player cannot do the same work at the same time because of the Law of the Universe. If it happens, the time will clash and all of the player plan will gone at that time, until there is no clash on the time.


    Workloads are the list of works that needs to be done by the player by committing hours needed. For example in a company where they have to work from 9 to 5, which is 8 hours workloads each day. Each workloads will have a different hours committed as their goal. There are also some works that can only be committed at a certain time.

    Events are some kinds of works need to be at the time. Events are divided by Promise Event and Urgent Event.

    • Promise Event are event that player will be informed on their planning phase. Player must committed for a work in a certain duration.
    • Urgent Event are a sudden event that only appear when the player has reached a point in a process of doing works. This event will cause an extra hours required to the goal.
    Each stage, player will have to plan their committed time on the Workloads and Promise Event. After the planning has done, the player will start to do work. Time Traveling can only be used once the work has started.

    We will take an example of a case of busy mom. Her Workloads are divided by Company, School, Home, and Self-Treatment. She only has time from 8AM to 10PM, and Home can only be planned after 5PM. She made a Promise with his child to go home on 8PM. This is the initial plan of the player.

    After a while, there is an Urgent Event notice from School at 9AM and she has to commit time on 12 to 14 PM. This will cause the School required 2 more hours for the goal. So the plan will become like this.

    The players knows that Company will need time committed. With Time Travel, the player can back to 10AM and still planning for the company, while the player also work on School.

    The score will be calculated from the total of time committed. The more time committed of a work, the player can reach a higher grade. At later stages, the time required on the Workloads will increase, which make Time Travel more important to be planned.


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