Adela's+Design+Plans

=Final Game Designs by Adela=

Honduras: Quest for a New Beginning
Designer: Adela Topic: Poverty in Honduras For Ages: 9+

Designer's Goal: To teach the players about the struggles faced by a poor country and how they affect the indigenous people's way of life. The Player's Goals will be: reach the goal at the end of the level with as little damage to the sprite as possible, having collected as many points and bonuses, and having killed as many frags as possible while getting there. Another one of the player's goals will be to internalize the things that they learned from reading the narrative and experiencing poverty in a simulated environment.

Core Mechanics: The core mechanics of this animated GameStar mechanic game are survival and goal setting/achieving becuase the whole point of the game is to try to get to the end of each level unharmed by the dangers lurking in each level, and as the levels get harder, the player's goal will be to end the level with as little damage as possible.

The elements of the game would be: 3 or 4 animated levels on GameStar Mechanics filled with enemies, health drainers, and hidden dangers to avoid. There will be points to collect, frags to destroy, and keys to find to open doors to reach the final goals at the end of each level. In the game, there will be time bonuses and health bonuses to represent the good times in life.

The game will start when the player presses the Play button. Immeadiately, there will be enemies coming at the avatar form all directions, and there will only be a few opportunities to pick up points, blasters, or bonues when there are frags firing at you. There will be a simulated maze that the player has to navigate, with lots of twists and turns. One level might have less gravity than others, making it so that the player will have to jump to reach certain objects. In those kind of levels, there will be frags strategically placed in the air.

The rules will be: shoot as many frags as possible, gather up as many points as possible, gather up as many bonuses as possible, and reach the end of the level before the time runs out.

The game will be fast paced because there are so many things to do in a very short time frame. There will be a time limit, which will speed up the game, and there will be many dangers the players face to make it interesting and hard.

The game will be challenging for the same reasons listed above, the game is fast paced and ther is a time limit, plus there will be many enemies shooting at the player's avatar at the same time, and one of the goals is to avoid getting hurt, which will be challenging.

[[image:Chosen_Design.jpg width="172" height="102" align="left"]]The Game of Life: Poverty in Honduras Edition
Designer: Adela Topic: Poverty in Honduras For Ages: 9+

Designer's Goal: To teach the world about the struggles faced by a poor country and how they affect the indigenous people's way of life. Player's Goal: to finish the game ahead of the other players with the best living and working conditions as possible. It is also the player's goal to collect as many non-money points as possible by the end of the game, that will determine the player's end situation.

Core Mechanics: The core mechanics of this Life adaptation are survival and being open to what situations are given to you, and then making life better for yourself.

Some of the elements of the game would be: the game board, the career cards, the housing cards, and the situation cards. There will be no money. There will be a spinner and 4-5 pawns for the players to use.

The game starts when all of the players spin the spinner to see who goes first. Then cards will be drawn, the players will pick their careers and where they live. The players start with no money, to simulate the feeling of being poor. They will choose cards that state their financial situation, and that will determine what path they take in the game.

Some of the rules would be: the players must do whatever is written on the space that they land on, the players must read carefully the instructions written there and follow them exactly, because those spaces will decide what happens in their lives. Only one player may sin at a time and all of the other players must be patient.

The game is as fast paced as the players make it, it all depends on what they choose. If they choose to take there time when spinning the spinner and moving the pieces, then the game will be slower paced. If the players choose to play with a time limit for each turn, then it would go faster than a normal game. That part of the game is up to the players to decide.

The game is challenging becuase of the spinner and the cards given out at the beginning. It is hard because so much of the player's fate is predetermined, whether it is their career, where they live, or what space they land on, it is all up to what they pick or spin. That makes the game challenging because the players have to deal with whatever they are given, which makes the game seem more real.

The game will be based off of the game: The Game of Life, and the origninal core mechanics were life decisions and choice-making.

Honduras: Chance Dice Fusion
Designer: Adela Topic: Poverty in Honduras For Ages: 12+

Designer's Goal: To teach the world about the struggles faced by a poor country and how they affect the indigenous people's way of life. Player's Goal: The player's goal is to make all of the right decisions dealing with how many times they should roll the dice or pick the cards, because all of the decisions made during the game will affect the outcome of the game for all of the players. Other goals the players might have would be getting the most points in order to purchase cards and rolls to earn more points. That is important because the more rolls and cards the players take, the better their circumstances will become.

Core Mechnaics: The core mechanics of this game will be empathizing and accepting that the circumstances are not in your control. Some of the elements of the game will be 6 6-sided dice, 30 or so cards describing scenarios involving rolling the dice and skipping/ending turns. There will be a need for a pen and paper for score-keeping, and a paper describing how to use the unique point system. There will also be a need for a narrative to be read at the beginning of the game.

The game begins when each player rolls a single die, the person with the highest value on the die goes first, then it goes clockwise. Then the player who goes first rolls all six dice. Each 1 rolled will get the player 100 points. Each 5 rolled will give the player 50 points. 2's, 3's, 4's, and 6's are worthless alone, but all pairs are worth 200 points. 3 different pairs will equal 300 points. 3 of a kind is 350 points. All of the values just listed will be included on the instruction sheet.Once the player has racked up 500 or more points they can either choose to pick a card or end their turn. If they choose to end their turn, they will hold on to all of their points, an in their next turn they will have the same choices. The goal of the game is to earn 5,000 points, but it is hard to reach because you have to give up points when you pick cards, but it is risky not to pick cards because the cards will give you special point-earning opportunities. The cards will have special facts about Honduras and the serious topic, but they will apply to the game to put the player in a place where they feel like part of the narrative.

Some of the rules will be: you have to roll the dice to rack up points, and then with enough points, you can trade in some of your points to draw a card. Depending on what the card says, there is either two things that happen: it gives you a set number of dice that you can roll to keep earning or it ends your turn. It keeps going around until one player reaches a set number of points. I feel like I can adapt that to the topic by providing a narrative and making the cards all have different scenarios written on them. I feel like a game of chance would work best, because so many things in the Hondurans' lifestyle is left up to chance. There will be many ways to win points in my game, but I have decided that there will also be many ways to lose points. Plus you will have to spend points if you want to pick a card from the pile. There will be one payer who is picked to be the score keeper for each round, and they will keep track of how many points have been gained, how many have been lost, and how many the player needs to reach the end goal. Points will be tallied up at the end of the game, but not before, so the player won't know their score until the end.

The game will be played at a medium pace because the main point is accepting the situations dealt to you and understanding that it is not in your control, which takes time to do. The turns will be all different lengths depending on what choices the player makes and what circumstances they end up with.

The game will be challenging, but not too hard, because so much of it is left of to chance, which will be different for each player, and there will be very few positive situations until somebody hits one of the jackpots, which is hidden in the card pile, which will be the ways to win the game.