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Presentation Outline - Concept

Presentation Outline - Concept. Concept Initial Work Game Design Initial Prototype Latest Work Game Refinements Media Future Plans Schedule Final Game Risks. Concept.

albertburks
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Presentation Outline - Concept

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  1. Presentation Outline - Concept • Concept • Initial Work • Game Design • Initial Prototype • Latest Work • Game Refinements • Media • Future Plans • Schedule • Final Game • Risks

  2. Concept • Create a fun networked multiplayer business simulation game that can be educational both inside and outside the classroom.

  3. Teaching Method Scenarios • Present an event that exaggerates an economic concept • Challenge the guest to discover that concept • Place the knowledge where they can find it • Reward • Eureka moment! • Improved ability in the game

  4. Intended Audience • Students in a classroom & casual players

  5. Metrics for Success • Helps students grasp some of the most difficult concepts in introductory economics • Give them a quiz afterwards • People want to play it • Classroom • Would you rather learn from our game, or from lectures and textbooks? • Casual • How fun was it? • Number of downloads

  6. Presentation Outline - Initial Work • Concept • Initial Work • Game Design • Initial Prototype • Latest Work • Game Refinements • Media • Future Plans • Schedule • Final Game • Risks

  7. In the beginning… • Research • Determine what the gameplay should be • Prototype • Gameplay proof-of-concept

  8. Research – Gameplay • Supply Chain Simulation • Realistic Economy • Player actions affect others • Goal is simple, but way to get there is not • Have something interesting to do every turn • Avoid • Conflict between story and mechanics • Players feeling disenfranchised too early • Too much randomness

  9. A Supply Chain

  10. Salamander v1.0

  11. Presentation Outline – Latest Work • Concept • Initial Work • Game Design • Initial Prototype • Latest Work • Game Refinements • Media • Future Plans • Schedule • Final Game • Risks

  12. What have we been up to lately? • Game • Theme – Colonizing Mars • Designed the supply chain • Implemented two economic models – warehouse and market • First Scenario – Marginal Cost • Internal playtesting – 4+ hours of gameplay! • Skyrates: powered by Gamenomic$ • Designed architecture for the new codebase • Media • Touchscreen – Game trailer • Poster • Webpage – www.gamenomics.com

  13. Theme • Why is theme important? • Things we want in a theme • Supply chain must make sense • End products don’t just disappear • Resources come from somewhere • Classroom friendly • Promote both cooperation and competition • Allow for more than one winner

  14. Our Theme • Colonization of Mars • Acquire resources, produce goods, and trade to build the first colony on Mars! • Players are establishing Martian industry • Martian colonists need goods • Resources are harvested on Mars • No sex or violence! • Players can cooperate and will compete • Players are rewarded for growing the economy

  15. Current Supply Chain

  16. Salamander v1.0

  17. Salamander v2.0 Now with Economics!

  18. First Scenario – Marginal Cost • What is Marginal Cost? • Why is it important? • Why is it hard to learn? • How do we teach it?

  19. Skyrates: Powered by Gamenomic$

  20. Hellbender v0.1(Cryptobranchus alleganiensis)

  21. Media

  22. Presentation Outline – Future Plans • Concept • Initial Work • Game Design • Initial Prototype • Latest Work • Game Refinements • Media • Future Plans • Schedule • Final Game • Risks

  23. Upcoming AttractionsNetworking

  24. Upcoming AttractionsNew UI

  25. Upcoming Attractions • Re-implement Salamander features in Hellbender • Miscellaneous features • Game Master controls • Add new scenarios • Game art

  26. Upcoming AttractionsGuest Testing • David Lamont’s Executive Education • ETC Students & Faculty • Friends and Family • CMU Economic & Business Students

  27. Upcoming AttractionsTuning and Balancing

  28. Presentation Outline - Risks • Concept • Initial Work • Game Design • Initial Prototype • Latest Work • Game Refinements • Media • Future Plans • Schedule • Final Game • Risks

  29. Biggest Risks • Classroom vs. Casual • Reward structure doesn’t work • Instead of a game, we end up with an economic model that could be used to make a completed game • Things are taking longer than we planned • Game Design! • Albith has developed Carpal Tunnel syndrome • But the biggest risk of all is…

  30. Things we could use help with • Technical Help: • Java GUI! • Guest Testing • Sound

  31. Feedback from Quarter Presentation • Good • Presentation clearly explained project to naïve listeners • Bad • Presentation style • Need a strong one-sentence explanation of the game • Need a metric for success for casual players

  32. Questions?

  33. Thanks

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