Our game models the system of a package delivery business. Our system properly models accepting contracts to acquire delivery routes, sorting packages, transporting packages in a timely manner, managing customer satisfaction, using funds to improve operations, and making strategic decisions about which routes to choose. Our game takes into account the consequences of missorting a package by penalizing the player during the transportation/delivery minigame by limiting their mobility. The player is also punished by receiving less compensation for missorted packages to simulate the effects of customer experience. Our game also simulates the time constraint of the delivery process by staking the success of a contract on the time it takes the player to complete it.
Our game deviates from the real system to improve playability and reduce complication of implementation. If a player fails a contract, they are able to retry the contract infinitely many times. The only thing affected if a player fails is their pay. Their ability to get other contracts are not impeded by their poor reputation. We have also consolidated the transportation and delivery processes to one minigame. We have no feedback regarding whether the package was handled carefully. Our game does not include a package collection process; we just start the process with the packages in our facilities already. Finally, when we deliver packages to the correct planet, we do not simulate the individual packages’ deliveries. We abstract that stage of the delivery process by ending the simulation at delivering the bulk of packages to one of our facilities.
The core difference between the two systems is that our game takes place in space, so our means of delivery is by space ship instead of vehicles found on Earth. We also deliver to different planets instead of only a single planet.



