This week for gameplay, we created a new iteration of the game to help create rules that are easily

  • Baseboard zones on side (parking lot style)
    • Objective is to corral students to their stated goal (food or fun building) to make them happy enough to study at Hunt
    • UI Bar for Happiness Level
      • Increases for each student entering Hunt happy
      • Decreases for each student entering Hunt sad?
    • Each building has a quota for how many students it can satisfy
    • Players input by building LEGO structures on the baseboards or putting LEGO pieces on the Path
      • LEGO Structures creates a type of building that satisfies a type of student
      • Blocks on the Path block students and divert the flow onto different pathways, or can unlock certain pathways if properly placed
    • Unanswered Questions:
      • What happens when the UI bar reaches zero?
        • Unhappy at max
        • Potentially, students fill up the screen (or circle around the middle of the map/designated protest spot) until there’s a maximum threshold hit, at which point they riot/protest and fire breaks out, wiping all the assets off the map except for a singed empty campus and resulting in negative points on overall CMU gradev
      • What happens when the UI bar reaches full?
        • Happy at max
        • Potentially, students fill up the stage area until there’s a maximum threshold at which point a dance party breaks out and increases the overall CMU Score by a plus sign (A++++++++)
          • Therefore both Slider Bar and Overall Points system
      • What happens when the hammer symbol shows up?
        • Are players supposed to destroy and rebuild that baseboard, and if they don’t, what then?
      • What motivates players to aim to build different things?
        • Different quotas of people (limited resources per building)
        • This asks Players to build new buildings
          • TRADEOFF: The longer it takes to build something, the faster students grow unhappy, BUT bigger things have a higher quota
      • How does the path help or hurt the overall objective of getting students to the right zones?

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