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?
- What happens when the UI bar reaches zero?