User:Doomballoon

Group meeting: Friday, October 31 @ 10:00 a.m. in the "closet" lab!

Our Group Doomballoon is the name I would like to give to our game design group. This group is composed of myself, Jared, Leah, Anna, Elizabeth, and Heather. We intend to create a game that will allow the player to learn a new language in which they will face different scenarios that will require them to respond with appropriate grammar.

-Roles(for now) Richard-Designer Jared-Designer Anna-Scriptwriting Leah-Scriptwriting & Code Heather-Code Elizabeth-Modeling

Team Schedules

http://spreadsheets.google.com/ccc?key=pIVr_sVkF2stb5GsF9VlHOQ&hl=en

The Skeleton The basic structure of our game, for now, is to cast the player into a mythical scenario filled with monsters and magic. Interestingly enough, the inhabitants of this scenario speak a different language. In order to return home, the player must decipher the basic form of language that the inhabitants use and overcome lingual puzzles that will condition their understanding. This style is inspired by older, socially structured role-playing games.

We intend to, not only inspire interest, but also create a genuine learning system for the player. Just like skill to a fighting game, comprehension is what will be needed for the character to return home. Just as in our world, not every entity is friendly, and the player will have to elaborate as necessary unless they want a game over. Yet, the level of difficulty can't be too challenging or else it would drive the player away, learning nothing. That is why, before tests of their knowledge are made, the players are appropriately prepared for any obstacle they encounter.

GAME TITLE:

Concept-

Tone-

Objective-

Perspective-

Difficulty-

Characters-

World-

Control-

In-Game Definitions

Boss- the UBG, or the final obstacle preventing the completion of a game or section of a game

Cutscene- a moment in which gameplay is temporarily interrupted to present a cinematic to the player that typically reveals a relevant truth and progresses the plot

Hit Points- this determines "health" in a game, or rather, how much punishment your character can take until it's game over

Anna's Game Design Document

'Munster High'

Table of Contents

Genre: role-playing simulation game Knowledge area taught: Basic German vocabulary Audience: 7-9th graders Learning objectives: Given this game and enough time to complete it, the player will have be able to identify common greetings, be able to differentiate when appropriate to use formal forms, and score 75% on the final in-game exam Teaching methods employed: Vygotsky’s Zone of Proximal Development, Spiraling, Repetition, and Theory of Multiple Intelligences

Discussion of hardware and specifications:

This game should be able to run on most PCs on the market. The hardware specifications mostly depend on the hardware demands of the Vicious Engine, but we certainly won't make a game that requires lots of particle dynamics or other high-demand effects.

The game should not depend on any outside programs to run, just the Windows operating system. The game should also be small enough to be download friendly, at least in the early stages. The Internet is the most efficient means of spreading our game for beta-testing and feedback.

General overview/highlight of game:

As the player meets more of their monstrous classmates, they must use more German vocabulary and do favors for other students to gain popularity and keep their health up

Description of game background: You are a new exchange student at Munster High, a fictional school in a fantasy parallel universe. The students there are all characters and monsters out of Grimm’s fairytales. However, the school has a history of prestige and not everyone is friendly, some are downright snobbish and only will speak German (the native language of the land) to the player. The player is told early in the game that they must pass a proficiency exam to remain in school/run for president which occurs at the end of the game. Plot goal: Become class president/popular/pass the immersion exam

Storyline: The game begins with an option to choose to play as Bettina or Bert, and a cut-scene explaining where the player is, why they’re here and what their goals are for the game. Upon leaving the conference room (which becomes locked and cannot be entered) the player enters the main hallway. There they meet their first friend, Frederike or Fritz (opposite of their selected gender). They’ve been assigned to be your welcoming committee/guide until you get settled in. They tell you about different greeting forms you’ll need to use in the game. If the player ever forgets what one means they can come back to F (who always stands in the hallway) and ask them for the meanings again. F may also give hints how to accomplish certain tasks.

Then the player can choose between 3 unlocked doors to meet more students. Each clubroom (door) has at least two members inside with differing levels of rank. Depending on which greeting you use to address them, a different dialogue will begin. Everyone in the school knows English (though the soccer club understands little of it) and the friendlier you are with them the more of it they’ll speak, and they’ll teach you new German words if you ask them. Using the wrong address form can lower your social points with a character, as well as failing a task. If they fill their meter they become friends with that character and their icon will be displayed in their friends list.

However if you make enemies with a character of high importance in one club other friends from that club may stop being friends with you. You make an enemy by having your social points drop to 0. After becoming friends with everyone, F will stand in front of the conference room, and tell you the proficiency exam will begin as soon as you go inside. All other NPCs will offer reviews of the terms they taught you and wish you luck (in their individual rooms). The final exam will be fill in the blank and multiple choice, with a 75% required to pass. It will cover all of the terms taught in the game, and will be scored by the game itself. A failed grade will result in the player being brought back outside of the conference room and given the chance to review and try again (loop until successful). A passing grade will proceed to a cut-scene where you’re surrounded by your friends and speaking German confidently/giving an acceptance speech for presidency.

List of NPC characters:

Frederike, Fritz, The Mozart club, the soccer club, the drama club, and more

List of playable characters:

Bettina and Bert (same game play, just different genders) Graphic style: modern day architecture but fantasy character design

Player's Information: The player is expected to understand this environment quickly, as it is familiar. The setting and structure will all be presented in the same form as American elementary schools to focus students on the language and not the setting.

Description of Game Mechanics:

The game controls will be the standard WASD keyset, possibly combined with the mouse for mobility.

The user interface is still under discussion, but will likely be fairly simplistic. HP, Social Points and Grades must be tracked and displayed.

Production Design:

References

Animated walking girl: http://www.sciencedaily.com/releases/2008/09/080930135305.htm