Adelqui's+Design+Plans

=Final Game Designs by Adelqui=

The Disaster in Haiti
Designed by Adelqui

1. Disaster in Haiti 2. Adelqui Rivera 3. The recent earthquake in Haiti. 4. 12 and up 5. The goal of the game is to get through all the seasons, levels without people trying to kill you and at least some coins leftover. 6. The **core mechanics** are: 7. The **elements** are: 8. To get started you will walk about the moving screen and collect all the stars or reach the star block and you will finish the level, you will have to stay alive even with aftershocks. 9. Some **preliminary ideas** of what the rules might be are, you will use the space bar to shoot with your blaster, the right and left arrows to walk around, and the up arrow to jump for place to place. 10. This game is **paced** fast you would have a certain about of time for each level, to collect the coins or go to the star block without someone killing you. 11. This game is **challenging** because there would be enemies all over the place and you have to find good strategies in order to win the game. 12. The **designers goal** is that people understand what is going on in Haiti.
 * Decisions
 * Avatar
 * Coins
 * Enemies
 * Health
 * Blasters
 * Time
 * Star block
 * Moving screen

Design Plan #2:
1. The game of luck or loss 2. Adelqui Rivera 3. The serious issue it is based on is the recent earthquake in Haiti. 4. 8 and up 5. The goal of the game is to go around the board once without you having a card that says you have died, you should also have money on your credit card. 6. The **core mechanics** are: 7. The **elements** are: 1. Dog 2. Hat 3. Television 4. Motor scooter 1. Chance cards. 2. Community Chest Cards. 8. To get started you will roll the dices and then move the pawns according to the number. 9. Some preliminary ideas of what the rules might be is when you get a double you roll again, and you start with 15 million dollars and either gain or lose it throughout the game. 10. This game is **paced** slow you really have to think about what you want to do and how it will affect you. 11. This game is **challenging** because you don't want to put yourself at risk and anything you do will go against you. 12. a) Monopoly b) Decisions 13. The **designers goal** is that people can see what is happening in Haiti.
 * Moving
 * Four pawns
 * Two decks of cards
 * Pair of dice
 * Credit Card
 * Calculator
 * Silver hotels
 * Blue houses

Design Plan #3:
1. Haiti 2. Adelqui Rivera 3. The serious issue is based on the earthquake in Haiti. 4. 10 and up 5. The goal of the game is to reach the end point before anyone else does and you get through all the mini challenges. 6. The **core mechanics** are: 7. The **elements** are: 1. Red pawn 2. Blue pawn 3. Purple pawn 4. Pink pawn
 * Moving
 * Four pawns
 * Cards with colors

8. To get started you will pick colored cards and move around the board. 9. Some **preliminary ideas** are you get one turn and pick only one card. 10. The game is paced either slow or fast because it depends on how long the player takes. 11. This game is challenging because you never know what card you will get either bad or good. 12. a) Candyland b) The **core mechanics** are: 13. The **designers goal** is that people learn something from this experience from playing this game.
 * Moving