Marcos's+design+plan

=Final Game Designs by Marcos=

[[image:Chosen_Design.jpg width="214" height="124" align="left"]]Design Plan #1: Help!
In order to create a game using gamestar mchanic dealing with the issue about the drug wars we would have to take into consideration the type of sprites used in the game. I would try to reconstruct a ctiy like struucture and in it would be the bad guys who symbolize the drug dealers. The big enemies symbolize the powerfull drug dealers. The points symbolize the money. What you would have to do is get the money made by the drug dealers back, discover their hideout, and find the leader and incapacitate him along with ending the gang. Age: 13 and up Help! Goal: Get the money made by the drug dealers back, discover their hideout, and find the leader and incapacitate him along with ending the gang. Chore Mechanics: Exploring Game Elements: Materials: This game has Avatar Enemy sprites Point sprites Health bar Construicted structure Goal block Keys and key holds 4 lives Gameplay: You start out with 4 lives. Each of your lives represent an officer. ahc time you die, you lose an officer. Your goal for the first level is to make it to the goal block. The second level goal is to defeat all enemies. The third is to make it to the goal block. In level 4, you must collect all points and make it to the goal block. Each level starts with a differnt ammount of lives according to the storyline. Keys can be used to open keyholds, tools like health packs can be used to replenish health, and losing a life means you respawn at the avatar's original starting position. This game is slow paced because I want players to think about the situation carefully, and learn how to solve it.

Design Plan #2:
A sticky situation By Marcos Two players would play as the drug dealers, while two players would be the police. Each player would roll the dice and try to make it to the end of the game with their partners. The objective is to get enough evidence to catch the drug dealers, or if you are playing as the drug dealer, get the right materials to get the cops out of your trail. Each team has a separate space on the board, a different starting spot, and a different pile of effect cards. Age audience: 11 and up Goal: Get enough materials to defeat our opponents. Core Mechanics: Thriving Game Elements: A sticky situaton has: four pawns: two red and two blue people Two boards containing: 24 spaces divided into two lanes. 6 awareness spaces on the right lane of team1's board 6 evidence spaces on the left lane of team1's board. 7 risk spaces on both sides of both team 1's and team2's board 9 awareness spaces on the right lane of team 2's board 5 evidence spaces on the left lane of team 1's board. and 3 gotcha spaces on team 2's board Game play: Blue pawns go on the right side of the board while red pawns go on the left side of the board. Blue pawns are defenders that help keep the team going free of claims, while red pawns are conqurers who try to eliminate the opposing team. Evidence cards are used to get enough clues to eliminate your opposing team, while awareness cards are used to get attention away from you. Risk cards can either have a negative or positive effect. You win when you have collected at least 3 evidence cards and both players cross the start space with 3 evidence. If a player dies, then the player alive is allowed to move into both sides of the board. If team 2 lands on a gotcha space, team 1 gets 1 evidence card.

Race it!
By Marcos You would have to make it to the end of the game board to either prove or not prove the drug lord's identity. Age 6 and up reach the end of the board Chore mechanics: race Game Elements: Materials: a board two pawns dice 20 red and green cards Gameplay: each player would roll dice and move the number of spaces. If player 1 makes it to the end, then they identify the drug lord and win, if player 2 makes it to the end of the board, then the drug lord's identity is concealed and player 2 wins. The first one to reach the end of the board wins. If a player reaches a green space, then they pick up a green card. If player lands on red space, then they pick up a red card Rules: players have to move spaces equal to the roll. Players must follow directions on cards. Players have to avoid red cards to make it to the end of the board. Game is fast pae since it is a race against your opponent