Kara's+Design+Plans

=Final Game Designs by Kara=

[[image:Chosen_Design.jpg width="173" height="99" align="left"]]Life in Darfur
Designer: Kara Topic: How life is like in Darfur and how people struggle to live. Age Range: ten years old and up Player's Goal: For a person in Darfur to survive while going around the game board and not be in debt, poor health, and in jail. Designer's Goal: For the people playing to have fun, understand and learn about Darfur in a subtle way, and have a great serious game. I want them to know the decisions people in Darfur have to make and want to help them like people helped haiti. Core Mechanics: The core mechanic is deciding. Elements of the Game: How to get started: put life tiles Life-side-up somewhere near the game board as the draw pile. take four of them, still Life-side-up and stack them on Millionaire estates. seperate the cards into four decks such as career, salary, stocks, and house deeds near the board along with bank loans and money. pick a banker and distribute 1,000 dollars to each player. each player should have picked a camel and put it on the starting place. Ideas about the Rules: Some ideas about the rules are: player must not be in debt, dead, starving, in jail,etc by the time they get around the board to win the game.whoever is the most successful, wins. also if you land on.....:
 * game board
 * 6 pawns
 * six people pegs
 * 3 mountains
 * bridge
 * 7 buildings
 * label sheet
 * spinner
 * fake money
 * bank loans/insurance policies
 * 25 life tiles
 * deck of 36 cards
 * bankers tray
 * rules and instructions

Orange Spaces: the majority of spaces are orange and you will come upon challenges such as food shortage, mugging troubles, economics, and water damages as well as losing money, sickness,etc. Pace of Game: i want the game to be fast paced and finished in about 15 minutes. challenging?: It will be challenging because there will be water troubles, food shortage, mugging accidents, government problems, etc, problems people experience in Darfur. Mod: Life core mechanics of Life: The core mechanics of Life is deciding.
 * Blue Spaces: these spaces provide nothing but interesting facts and a safe place till the next turn.
 * Green Spaces: these are spaces when you get a job but in order to get the money you must answer a question about Darfur.
 * Red Spaces: only three of these spaces exist: Job Search, hospital, and shops. Whenever you reach a red space, you may stop and get whatever you might need to keep your player striving.

Design Plan #2: using Gamestar Mechanic
Designer: Kara Topic: How hard and dangerous it is to live in Darfur. Age Range: eight years old and up Players goal: to win the game with as many points as possible and stay alive. Designer's goal: To have a game that is enjoyable and has a subtle learning behind it. I want the players to knoe how hard it is for people in Darfur and be inspired to help. Core Mechanics: the core mechanic is collecting Elements of the Game: How to get started: Go to Gamestar Mechanics and look up A Day in Darfur. Press play and you may begin. Ideas about the rules: The player must earn all the points in order to win. they have only three lives and must also reach the goal before continuing to the next level. Pace of Game: It is very fast and one level can be done in about two minutes. Challenging: It will be challenging because there are a lot of enemies and things that can do damage. It also requires strategy and a lot of thinking which means the game is challenging.
 * A Day in Darfur**
 * 1 sprite
 * 3 enemies
 * 1 enemies generator
 * 1 red door
 * 1 red key
 * points
 * grass blocks,dirt blocks, damage blocks cloud blocks,goal block and glass blocks
 * blaster

Darfur's Life
Designer: Kara Topic: How people have to work difficult jobs, give up valuable things like education, go through big changes to adapt to the ever-changing war and government just to survive in Darfur. Age Range: ten years old and up. Player's goal: To help someone survive in Darfur for one year with an education, job, and house. Designer's goal: For the player to get an idea just how tough it is in Darfur to get an education and a good life. Core Mechanic: the core mechanic is Compromising. Elements of the Game: How to get started: You first pick a strategy in the beginning of the game. You then begin the game. Before each season, you pick if the person will work hard, rest, volunteer, or go to school. Rules: You must help a family of 5 survive for 4 years. If the parents die, the game is over. If they do survive, the children must have as many diplomas as possible. Pace of Game: I want the game to be fast paced so it can be finished in about 5 minutes. It will be fast paced because you can pick what the people are going to do that season and move on quickly. Challenging?: It will be challenging because it is very similar to aytit: cost of life and everyone who plays it has to take a few tries to win because of the different strategies and ways to win.
 * time limit: 4 years, sixteen seasons
 * roles: work,school, or volunteering
 * strategies:happiness, money, education, health
 * a family of 5: a mother, a father, two sons and a daughter
 * statistics of the people: wellness, education, happiness
 * money total
 * places are family farm, home, hospital, school, store, and work