Jasper's+final+game+design

=Final Game Designs by Jasper=

**Making it through** Designed by John Barlycorn

 * Core Mechanics of "making it Through"

pawns:**
 * 1) 1 juror scout

Enemies: RULES: 1. You must make it to the end of the level (the war) without being killed by the Taliban (the enemies) 2. Before you can enter the goal, you must eliminate all Enemies.You don't want them to stick around, do you? 3. Along the battlefield is a number of points that are just lying around. you must collect all of them before reaching the goal 4. Try not to get killed to easily and good luck
 * 1) 15 scouts
 * 2) 8 ghosts
 * 3) 7 chasers
 * 4) 8 sniper
 * 5) 1 tank

Other things in the game: 1.1 blaster 2. 1 red key 3. 1 blue key 4. 3 health packs 5. 1 blue door 6. 1 red door

shooting (the most abstract word in this case)
 * Details about the game:**
 * 1) The game can be played by all age groups because there is minimal violence in it.
 * 2) The main issue of this game is about how the Taliban is currently in Iran
 * 3) The enemies shall be modified so that they will represent a greater challenge to the player. The tank will especially prove something hard to take down since it is being modified with top armor and offensive weapons
 * 4) The Game will be medium paced so that the player could play quickly, but not so quick so he won't know what's happening
 * 5) to start off the game, you are spawned in the upper left corner of the level.
 * Elements:**

**Life During wartime designed by John Barleycorn ****Core mechanics of "life During Wartime"** **Pawns: 1 red pawn 1 blue pawn 1 green pawn 1 yellow pawn**

 * RULES:**
 * 1) The goal of the game is to make it to the top of the board where you have survived the war in the middle east and successfully defeated the Taliban fighters
 * 2) Roll a pair of dice to determine how many spaces you are moving. you go a certain amount of spaces according to the sum of the two numbers rolled.
 * 3) Along the game, there will be happening spaces called "set backs or advancements". Pick up a happening card provided and on it will be a set of directions. you must follow those directions exactly. After finishing those directions, put the card back in the pile
 * 4) In the happening cards pile, there will be four "death cards". These cards will give you a scenario where you are killed and you must go back to the start and restart all over.
 * 5) Follow the board according to the numbers on the spaces. Follow the numbers in order like moving from 1 to 10.
 * 6) Have fun and good luck!


 * other factors of the game:**
 * The suggested age audience for this game is fro kids from 5th grade and up. The content in the game is a bit unsuitable for young kids and is preferred for more mature audiences
 * The happening cards will provide the players with a bit of a challenge because they don't know what they could get. they might get a "death card" for all they know. this will make things a bit tense
 * **The game is pretty slow paced because people have to roll and move their pieces around. There's also the possibility they could land on a happening space and that makes thing even more slow paced.**
 * **To start off, each person picks their pawn. Then roll a die and the person with the highest number goes first**
 * **This game was based on the game "chutes and Ladders". The core mechanics of the original game was just basically moving, rolling, the board, the pawns and the happening cards**

just moving **
 * Elements:
 * The goal as a designer** :

Through using this fame, I want players to gain knowledge about the situation of the Middle East right now. My biggest goal for this game is that the players will actually go out into the world and will try to do something to change this situation. I also want to create a game that I could play too and learn something I didn't know originally about myself before. I don't want my players to view the world as some really hostile place. I want them to to look at it as if it's a place that could use editing.


 * The views of a player:**

As a player, I hope he or she will be able to know what the goal of the game is. The player should know the goal of the game because it will be told to them before they start the game if they read the rules. They'll also know that they've won the game when they reach the end of the board. the end will say "congradulations, you have brought peace to the Middle East". I must say myself that it's a pretty realistic game

Negotiator: the crisis in the Middle East edition
Designed by John Barleycorn

Pawns: just you. It's a one player game and you play in first person mode


 * RULES:**


 * 1) The goal of the game is to complete all of the ten levels it presents to you. In each level, you must choose the right words to say to a Taliban member who you are trying to negotiate with
 * 2) Be careful with what you pick to say to the person for you don't know how he may respond to what you say. If you pick the wrong response, the consequences may be catastrophic
 * 3) there will be four choices for you to pick from and only one of them is the correct answer so try to choose the one that sounds most logical.
 * 4) to complete each level, you must chose the right response every time. when you do, the Taliban member will surrender himself to you or something along those lines

Other Things to Keep in Mind:


 * This game isn't suitable for children of all ages. it is recommended more towards kids of 12 and up because of some disturbing ideas and language in it
 * The social issue this game is based on is the crisis right now in the Middle East
 * The pace of this game is medium paced or depending on how quick the player can respond to each comment the Taliban member makes
 * This game wasn't really based on anything but came up more as just some random idea
 * The game starts off with a brief explanation of how to play. It doesn't take long before you are launched into your first mission.
 * Since there is only one correct answer to each question or remark, this represents a formidable challenge for the player

Elements: Talking