Group Admins

  • Avatar Image

COSC 407

Public Group active 1 year ago

The central hub for Social Media and Games: complete missions here.

Midterm: Practice Round (7 posts)

← Group Forum   Group Forum Directory
  • Avatar Image anastasia said 1 year, 2 months ago:

    Post your game design documents from the practice round here.

    Rating
  • Avatar Image draenix389 said 1 year, 2 months ago:

    Team 4

    Creating
    Trust
    Pac-Man
    Colonialism

    Working title of game

    Colonial Excursion

    Genre of game

    Real Time Strategy/pac-man

    Object of game

    To colonize the map and take over the other groups area.

    Learning objectives

    Learning how to work together effectively to gain trust. Learning to micro-manage

    Rules of game
    You start out with four skill points. In order to get more skill points you must collect souls. These souls/skill points can then be used to upgrade skills like Black smithing (attack/defense), military training (your forces), farming (supplies and amount of sustainable units), banking, leadership, Etc.

    Scoring feature

    You are scored and rated by how many buildings you create, how many units you create, how many souls you collect, how much resources you acquire, how much territory you capture and colonize, how much you help your team mate out.

    Win/Lose Scenario

    To win you must colonize the other areas and have a certain number of points.
    To lose must lose all your territory and the other team has the correct points. If the conquering team does not have the proper amount of points to win the conquered team can respawn in another undiscovered / neutral part of the map and must be re-colonized by the currently winning team (with enough points) in order for the game to end.

    Rating
  • Avatar Image exiledskies said 1 year, 2 months ago:

    Practice Round
    Game Design Document
    Homeless Katamari
    By Team Sheen!
     
                   Verb:  Healing
                   Value:  Creativity
                   Game: Katamari Damacy
                   Social Issue: Homelessness
     
                   This game is going to be a satire on homelessness in our society.  Using the concept of Katamari Damacy, the player is going to be tasked with "rolling up" every homeless man or woman in the world in order to power our dying sun.  In this version of Katamari Damacy, the richest man in the world has tasked his secretary (aka the player) with collecting everything that equates with the lower class of society (shopping carts, sleeping bags, trash cans, old clothes, and homeless people themselves).  He gives his secretary a  special ball which can collect any piece of matter in the world, eventually creating a massive piece of matter that could be launched into the sun to provide more solar energy. 
                   The rich man will explain that homelessness is a disease that has spread all over our earth, and it must be eradicated completely in order to "heal" society.  Like "A Modest Proposal," this man has decided that they best way to solve the problem of homelessness is to simply get rid of all the homeless people in the world, so in the end society is simply left with the elite. 
                   In the game, the player will roll their ball around, collecting any object that they run into.  Homeless objects won't be the only things that they can collect, however.  There will also be rich things (jewelry, money, suits, business men, etc.) that, when collected, will actually cancel out any homeless objects that they have collected thus far.  So, the player is challenged with choosing which objects he/she picks up, because in the end they will be scored on the percentage of homeless things that make up their mass of solar energy.  

    For added creativity , and a sense of growth, different homeless people have different effects on the sun. Sun could have a vicious green aura or become a quilted patturn. Depends completely on how you did in each level, and what you found.

    Rating
  • Avatar Image elbowz said 1 year, 2 months ago:

    TeamTwo.docTeam Two – Elbowz, Bodomchild, Seprez, Nexus
    Game Verb: Discussing
    Value: Gender Equity
    Game to Mod: Pac-Man
    Social Issue: Drug Trade
     
    The basis for this game is a multiplayer Pac-Man game based on the drug trade that consists of a male Pac-Man drug dealer that is considerately fast but can carry a lot less of drugs and a female counterpart Ms. Pac-Man drug dealer, whom is slower, but can carry (hide) much more drugs. The game would entail that both characters would be on screen trying to attain the drugs that fill the standard Pac-Man maze, where the goal is gaining as much drugs as possible. Co-op aspect is that the two players are discussing how to attain as much drugs as possible together. Each of the players will talk out how they can help each other out, considering that the male can move faster, but the female can hold more. The ghosts that exist in the original game will be police that are trying to catch the two drug dealers, so the players will have to work together to avoid the police while attaining drugs.
    The game that we created is based off of the game, Pac-Man, where we adjust the purpose and meaning of the game to cater to certain social values and social issues, while involving a different type of action into the gameplay. The social value of the game is built around how gender equity functions in society, but more directly in illegal aspects of society. The game promotes and explores gender equality by designing the males to be faster, but having the females capable of carrying more items, more specifically drugs. The social issues that is shown in the game is the drug trade and how people work in that industry to both avoid the police, but also move as much drugs as possible, which means more money. The game increases awareness and understanding of this social issue of drug trading by the usage of police to try to catch the players and how players will use females to move drugs for money gain. The new type of action embedded into the game is discussing, which is created by the ability of the two players to talk using the co-op feature of the game, where the players will discuss how to avoid the police and get all the drugs together.

    Rating
  • Avatar Image phermeus said 1 year, 2 months ago:

    Team Seaslug:

    g – haunting
    b – sustainability
    p – Life
    o – prison system

    Title: The Game of Prison

    Genre: board game

    Audience: 18+

    Rules:
    - Develop a reputation that will allow the player to achieve parole
    - Benchmark 1: Get a prison job
    - Benchmark 2: Develop crew
    - Benchmark 3: Signature weapon
    - Score feature: Reputation points

    Sample Gameplay:
    - average time: 30 minutes
    - dice roll to determine spaces to move
    - follow directions on each space
    - first stop: get job card, second stop: get ally, third stop: get weapon
    - different spots provide various amounts of reputation, others decrease reputation
    -Some spots add new members to your crew… tokens are placed in a set up chains that can hold up to 6 people.
    -Each crew member is worth a set amount of reputation points.
    -Travel across the board gaining and losing reputation based on prison related events.

    Win: Player with most reputation by games end. Winner is paroled.

    Rating
  • Avatar Image brucechalupa said 1 year, 2 months ago:

    Team 1: Sheening in the Rain

    Trading
    Safety
    Katamari Damacy
    Clean water
     
    Titles: Hydro Pollution Collector or Dirty Balls
    Overview: Multiplayer co-op game in the vein of Katamari Damacy.  Players’ goal is to clean up the water supply of a town that is continually polluting. 
     
    Mechanics: The environment and town’s appearance gradually improve over time as players remove pollutants and solid waste. The town itself continually produces waste, which means that if players don’t move quickly to clean up, the pollution will overwhelm the town. Players collect pollutants with their rolling orbs and must deposit matching sets to their appropriate locations (garbage in dumps & chemical waste in processing plants).  Players can come in contact with each other to trade (automatically handled in programming) so they have each have the same respective types of waste in their collection orbs.  Orbs increase in size as pollutants are picked up, which in turn can damage the town if players collide with buildings and other objects causing new pollutants and previously collected pollutants to be reintroduced into the environment, increasing the pollution level.  This incentivizes them to trade and deposit waste.  As the town gets cleaner, the size of the town increases, causing more waste to be produced.  Players can also earn bonus points for picking up marked “waste-producers”—people and cars that are polluting in an excessive amount.
     
    Win condition (collective):  Players reach a predetermined cleanliness threshold—a point where the town is clean enough to thrive without further cleanup.
    Lose condition:  The town gets to a pollution threshold (preset) where cleanup efforts would no longer help.
     
    Art style: Light cartoony graphics similar to Zelda’s Wind Waker and the Katamari series.

     

    Rating
  • Avatar Image well6 said 1 year, 2 months ago:

    Name: Colony Control
    Team 5
    Genre: Simulation and educational MMO
    Audience: 12-15 year old history students
    Premise/Purpose: Different civilizations learning to live and cooperate with one another while living in neighboring colonies.
    Gameplay: The player starts the game by creating a small colony and deciding on the look of its people, its main two exports, and the basics of its culture. Once completed, a player’s colony will be placed in close proximity to another player’s colony. From there, the player begins managing his/her colony and observing the effects his/her actions have not only on their personal colony, but the colonies in the surrounding area. Players receive long term bonuses for learning to work with the other players, and more short term gains for learning to work against them. The citizens of the player colonies have their own independent behaviors that players must learn to manage. They can learn to revolt against the player’s policies, as well as learning to respect or dislike the cultures and actions of neighboring colonies. Every action a player takes can have effects on the well being of neighboring colonies, which in turn have long term effects on their own.

    Rating
-
-