Final revisions

•May 13, 2009 • Leave a Comment

Final revisions 

The last blip of work for this class that I have done before the semester ends is on creating a suitable version of my “Save the Children” game, and a business card because I had previously done modifications on another game instead of creating one.

 

Save the children game – I have successfully implemented the ideas from the beta test, with the exceptions of more intuitive interactions with the trucks, and additional animations for all actions. As far as those go, I added a school that is drawn on the screen when the player purchases more “education.” I plan to add more similar animations to the game this summer. The more I work on the game, the more things I think of. Such as now I want to include a “goal population” statistic so that the players know what exact population at all times they are trying to achieve, without having to read directions. This will also be implemented in the near future.

save the children 1.0 SS

 

Business Card

I decided for the business card that I would create a maze with my name, so that the card has some entertainment value, along with the necessary information on the back.

business card

Save the Children beta test

•May 11, 2009 • 1 Comment

Testing went really well, and there were a few ideas for changes to the game that i really liked, these are:

  • have a countdown timer for when the next income is coming.

  • Have things on the screen for the players to do while waiting for next income, examples:

    • bring water to a well (increase health)

    • click hostiles (increase safety)

    • buy toys (increase rationale)

  • have animations for the different interactions

Save the Children Beta (Darfender digital remake)

•May 11, 2009 • 1 Comment

When i decided to base Darfender off of a particular event, i came across an article about a reporter who had traveled to Abeche. He learned about six teachers had been murdered in front of their students, and wanted to see the school. When he arrived at the school he was confronted with a child soldier.

http://www.worldvision.org/about_us.nsf/child/enews_darfur_200706Open&wvsrc=enews&lpos=rghtnav&lid=darfur200706

 

I was going to have this interaction be the basis of my game. The player would have some interaction options, and depending on their choices, the child would respond appropriately, weather it be to just carry on a simple conversation, or even flip out and attack the player.

 

When the time came to create a prototype, the site went down. This made me not want to use this story anymore because of its unreliability, and moved on. I decided to create a game based off of the “Save the Children” program that has been around for 77 years. The idea behind my new game is to have the player maintain a refuge in Darfur.

 

Here are the specifics I initially came up with when creating the game.

Save the children

 

STC game title screen

  • Start out with a small “save the children” child center in Abyei Area, that takes in mostly orphan children, but also families a safe place to grow up and/or live.
  • Start out with one hut (10 people). More and more children will come to the refuge as time goes on.

  • Money will also come in increments, and the amount received is increased by advertising.

  • Player options: (purchasing is done in increments using buttons on the right side of the screen. Every time one is bought, the cost goes up)

    • Advertise – increases money gained each month

      • Start cost: $100, goes up $100 increments.

        • +$1000 income each use

    • education – educate children to increase their desire (rationale) to stay at the camp.

      • Start cost: $1000, goes up in $1000 increments

        • increases rationale by 50

    • Health & Medical – keep the camp healthy

      • Start cost: $1000, goes up in $1000 increments

        • increases health by 50

    • Water & Sanitation – prevent diseases

      • Start cost: $1000, goes up in $1000 increments

        • increases health by 50

    • Food Security – have a large enough supply of food

      • Start cost: $100, goes up in $100 increments

        • increase health by 10

    • Protection – keep Sudanese children safe

      • Start cost: $100, goes up in $1000 increments

        • increases safety by 50

  • Three bars to monitor:

    • Safety.

      • Safety related to protection.

    • Health.

      • Related to health & medical, water & sanitation, and food security.

    • Rationale.

      • Related to education.

 

  • player wins by reaching the appropriate amount of people for the chosen difficulty:

    • Easy = 300 people

    • Medium = 500 people

    • Hard = 1000 people

 

The game will be beta tested today to reach a suitable version for the first release.

Darfender Prototype 1.0 (test 1 results)

•April 27, 2009 • 2 Comments

After the first test I found that there are many changes that need to be implemented into the game these are:

  • Be able to sell guards back
  • Be able to sell shanty back at ½ price
  • use dialogue for interactions to give the player more options
    • interactions between military (possible persuasion)
  • allow for items (such as food, booze, or guns) to be purchased for bribing military and persuading children
  • create two separate paths for a player to choose from a “hard” path and “easy” path.
    • Hard path: many chances for interactions such as sickness, animal/insect encounters, and military. However, if done successfully the player is awarded double the cash.
    • Easypath: much less chance for interactions (problems), but takes longer and is not awarded as much money.
  • Have the game revolve more around the children.
    • The child has to be persuaded to come with (can use food, candy etc. to help).
  • Base game around a specific incident rather than a grand problem in general.
    • Include specific facts within game
  • Battle needs to be implemented differently possibly make it so that guards that are purchased don’t just stay at the safe house, they go with the player to provide defense
    • can also be implemented through text so that the play can possibly avoid conflict

       

I will try to implement all of these changes for Wednesday and hopefully reach a suitable prototype for the digital game after the second testing.

Darfender Prototype 1.0

•April 27, 2009 • Leave a Comment

For my socially conscious game, i decided to make one about a small part of what is going on in Darfur.

The purpose behind this initial game is to create a paper prototype that can allow for a solid basis for my digital version.

Object: Save kids from being used in the military.

Gameplay:  First you need to establish a safe house; with guards, to protect yourself and the children that you save. You start out with $500. There are three choices of houses:

  • shanty – 10 defense – holds 3 guards – $200
  • adobe house – 15 defense – holds 5 guards – $500
  • concrete bunker – 35 defense – holds 10 guards – $1000.

The player may also choose to purchase guards with their house to increase defense. Guards cost $200 a piece, and add 5 defense.

Next you need to go out and try to find children that are in the military, and try to rescue them. The player has to be careful not to be caught by other members in the military or they will loose. If a child is successfully saved, they are rewarded with $250.

Day 1: The player rolls the dice. If they roll a 4 or higher, they advance to day two. If not, they draw a “Day 1” cards.

Day 2: The player rolls the dice. If they roll a 5 or higher, they advance to save the child. If not, the draw from the “Day 2” cards.

Save Child: The player rolls the dice. If they roll a 6, they save the child and are awarded $250. if not, they draw a “Save Child” card.

Article 1: Paper prototyping

•March 31, 2009 • Leave a Comment

Prototyping is creating a relatively simplified, possibly smaller in scale, replica of an idea.

Prototyping is important because it allows for planning to save money, time, and resources when creating the real deal, due to fewer errors.

Paper prototyping can be used in digital games to see if the general concept behind the game is easily understandable and enjoyable to the players. if it isn’t, then because its only on paper the game can be easily modified to meet the player’s needs before the final version is made.

To streamline my development process i learned that i should create my initial prototype as fast and as cheap as possible. Then use feedback to help build off the initial idea all the way up to a final prototype.

Excuses (because everyone has one)

•March 11, 2009 • 1 Comment

Excuses are made for almost anything. This game was made to show how good people are at making things up, and so that everyone can tell their own story.

Rules:

·         3-5 players

·         Start with the stack of scenarios placed in the middle of all the players.

·         Everyone starts with 10 points.

·         The players roll a die to see who starts (lowest person starts)

·         game play is moved in a clockwise direction

·         Whoever’s turn it is draws a card from the deck.

·         The player then has 30 seconds to come up with a valid excuse for the senario

o   If they successfully come up with an excuse, then it is the next player’s turn to come up with an excuse for the same scenario.

o   The players keep going around the group until someone can’t think of an excuse that’s valid.

o   If they fail to come up with an excuse, the loose a point, and it is the next person’s turn.

·         Players are eliminated when they run out of points.

·         Last player remaining wins.