P5

LESSON 18 - IDENTIFYING TRENDS




GAME IDEA

The game will involve a swinging claw which the player can control to grab waste from the different levels in the ocean in order to make the water cleaner and safer. This idea would be deemed fun for children (and other players in general) as it would be addictive yet educational in the same way as it inform the gamer about pollution and how waste being released into the ocean is a problem that needs to be resolved.

IMPROVING THE GAME

We could make the game more visually appealing for the audience by changing the vibrancy of the background per level- starting with a dull colour palette at the first level then progressing to a colourful backdrop with a variety of colours for the coral reefs and fishes. We could make the game more educational by having a narrator explaining how the ocean is improving- or facts about pollution on the right hand side that correlate with the gamer's choice of gameplay.







LESSON 19


SAMPLE LEVEL #1



SAMPLE LEVEL #2




GIF - GAME DEVELOPMENT
(WITHOUT THE POLLUTANTS)
















LESSON 20






CONCEPT -  Our plan is to promote the idea of recycling and the proper disposal of waste by creating a game that is simplistic and addictive - all whilst teaching you a lesson as you play the game.

GAME DESIGN -  For the game's design we want to go for a pixelated style- not only because it makes the game look more simple and straightforward, but that it also becomes a metaphor in itself given that the idea of having to save the earth through the means of recycling and removal of waste is such an old concept, yet it's still something that we tackle today. 

Furthermore we want to enhance the 'reward system' experience by increasing the vibrancy of the colour palette as the player progresses further into each level- starting with a bleak and dull-looking environment at Level 1, then to a vibrant and coral-filled ocean bed by the time the gamer reaches past Level 50.

PROTOTYPING -  We plan on having an Alpha and Beta version of the game so that we can get it tested. This should aid us when looking at how to improve the gameplay and the player's experience - as well as locating bugs that needs to be fixed.

PROGRAMMING -  The programming of the game should be fairly simple. We plan on having controls which only require either the arrow keys or the mouse. We also plan to program the game so that the claw can swing and extend to grab the pollutants.

CHARACTER DESIGN - In terms of character we want to focus on the claw. We want to suggest the idea that anyone can be in control of the claw that helps to clean up what mankind has done with the ocean. Furthermore we want to give the players the chance to customise the claw as they progress further into game from the way it looks to the way it functions.

ENVIRONMENT DESIGN - The backdrop for the game will be set underneath the ocean's surface, with different ocean depths being highlighted through a gradient of blue. When you get to the ocean-bed (depending on the level you are at) you will then be met with corals and other ocean life which can enhance or hinder your chances of progressing throughout the game. 

SOUND DESIGN -  We plan on having sounds for the extension and the grabs of the claw, some ambient sounds for the ocean which reflect the current state of each level that the gamers are playing at. We are also looking at adding sounds for when the game is initiated and when the gamer fails to reach the target. We could also increase the pressure and tension for the gamers when racing the clock by having a gradual increase of volume for the clock we plan to put on the sidebar. If we have enough time to spare, we could even further highlight the moral of the story we are telling by having (perhaps) people narrating the game through statistics and facts about nature and the effects of pollution. This add-on can be toggled on and off in the settings. 

USER INTERFACE - We want to give the players a chance to save their progress in the game, as well as to give them a simple control system of either the mouse, the arrow keys and/or the spacebar.

QUALITY ASSURANCE - In order to ensure the quality of the game we will put in extensive work to test the game and fix the bugs that we face along the way after the game is finished being programmed. Even after the game's release we will be creating a page which will let the gamers give us further feedback and reports on what complications they encounter with the game and how to improve it. 

DEPLOYMENT - We plan on releasing the game on March 26th where it will coincide with the Environmental Film Festival that is happening in Washington DC. The event is a film festival which delves into the impact of modern human society on the planet that sustains it. The event is held all throughout the city from March 15th to 26th- which means that when it ends, the game can be released as a way to further celebrate the event.





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