User:Rmyers/Village: Difference between revisions
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== Game play == |
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The game is turn based, except for the 'auction' phase which needs to be simultaneous |
The game is turn based, except for the 'auction' phase which needs to be simultaneous |
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=== Initial === |
=== Initial === |
Revision as of 23:05, 9 August 2008
The Village game
This is a game being developed at the ILXO game jam.
Village is a economics simulation game. It explores the idea production and trading.
A major inspitation for this game is the 1983 game M.U.L.E.. Other fluences are 'Settlers of Catan', Oregon Trail, various first generation simulation games like Hammurabi and Animal crossing.
The object is for the village to succeed and for you to be the richest player at the end of the game.
The initial version will be hunma player vs. computer. It isntended to become a collaborative game with players on differnt XOa competeing.
The basic gameplay is to develop or exploit resources and to buy, sell and trade them, Players can compete, collude and cooperate to reach therir goals.
The game play is turn based.
The following is idea capture, not all to be initially implemented
Learning Objectives
Pitch to teacher/educators
- Teaches basic economic models -- for example, situated around a rural village.
- Balance -- manage supply and demand, investment choices, and cost/benefit analysis
- Competitive and cooperative gameplay options. Motivation: primarily self-driven (get a good score for ones settlement), but also cooperative to see the village as a whole do better.
- central village = market; all students share
- Buying and selling takes place at the market - auction format
- can lead to productive class discussion
Pitch to the Student
- Compelling backstory?
- Recruited to study farming practices/start farm
- new land form appears, need to settle? (overpopulated earth?)
- You are in a village (follow up are failure modes)
- You have to survive - land is worn out
- Village survives - run out of food
- Make $ - run out of $
The Game
Elements of the Game
- Play limited # of turns
- Play ongoing -- endless simulation
- Content related to each land type - clickable, tool-tip-ish
- exploitation methods
- End scenarios -- things to consider in wrap-up: land, resources, values
- User says "Quit"
- User loses
- Time expires
Land Types
- Arable
- Mountain
- Tundra
- Water containing arable
- Forest
- Village
Explotation
- grow food
- mine
- Cut wood
Resources
- Labor
- mechanization
- water
- pesticide/fertilizer
- food
- seed
- wood
- Animals/Livestock
Random events
- Adverse weather
- Adverse actions occuring to food and livestock
Not players, we don't want the kds to die.
- Rich mineral deposits
- Space Pirates (sorry, couldn't resist)
Complexity
to deal with different levels of experience and user sophistication
- Basic
in basic, at least, the game cheats, untoward events don't happen to the player in last place. Tise in auctioning are resolcved in favor of the lower ranked player. This is to level the playing field, and to avoid discouragement.
- intermediate
- Advanced
Game play
The game is turn based, except for the 'auction' phase which needs to be simultaneous
Initial
repeat for each turn
conclusion
General program progress
initial screen
for each turn
phase I: player actions
random event
equip =
equip a plot
reallocate resources
sell land
phase II: production
computer generates what your production is from your land factoring in:
- appropriateness of the land for the purpose
- economies of scale
- learning curve of production
random village wide event
Phase III: auction
- for each resource, buy or sell
- figure out if we bomb out
- can a player 'die' or will he just muddle on at near zero efficiency?
- if a play can die, the game is over when the last human player dies
End of game
- show final scores