Game Doucment

Level 4: Digital Game Design

https://carlos0418.itch.io/elemental-shuffle  

Game Title 

Elemental Shuffle 

Game Overview 

In this card sort game, players will draw random elements from the periodic table and be asked to sort the card based on its chemical composition and properties. For example, you might draw a card with Carbon on it, but it has the incorrect number of protons, you will have to be able to recognize that and sort it into the proper category.  

Players 

The intended audience for my game would be students who are studying surface level chemistry and are beginning to understand the diverse types of elements along with the information about each of them. These players should be in the age range of 13 to 15. I would say that all player types are welcome in my game, from the competitive ones to the ones who care only about the outcome versus winning. You can compete against others via a timed leaderboard or focus on accuracy rather than speed. 

 Subject Area 

This game is classified in the chemistry category. More specifically it would be in a subgroup called Atomic Structure. Where each card is examined and classified based on its own atomic structure.  

Knowledge Domain 

Elemental Shuffle is a rules-based learning game where players will examine multiple elements and must decide if the information provided is correct or incorrect. If it is incorrect, then you must place the card into the corresponding category. 

Learning Objectives 

 After playing Elemental Shuffle, players will be able to classify elements based on the atomic number, protons, electrons, and electrons shells with an accuracy of 100% 

Game Goal 

The overall goal of the game is to correctly identify elements and their properties. There is no set way to win the game but to achieve the highest score on the leaderboard.  

Game Description 

Interactive learning is a large focus on student engagement and comprehension. Hands on student engagement is one of the most successful ways for a student to retain information. The point behind this game is for them to understand the properties of certain elements and be able to quickly identify what I am asking of them.  

Environment 

The environment will take place on a casino-like table that is science themed with potential nonfiction characters. I want the feel of them being in an old-time casino with smoke flowing through the air and rough characters standing around the table.

Story/Narrative 

The story/narrative within the game is just designer work that helps the players and comments on the decisions they make. The results or outcome of the game is not based on any specific type of event or storyline. The question of “what is the driving story” does make me want to reconsider this idea and maybe make it out to be where an alcoholic chemist finds himself in an unfamiliar casino, sharking (sharking is a term used to describe someone who acts bad at something just to be challenged and win; usually for the profit of money) his way through players winning money, coming after the top dog of the casino. If I were to change the storyline, the conflict would be when the top dog of the casino starts to get word of your presence and you begin to start playing players that are known “cheaters” in the game, and you must overcome the adversity. 

Characters 

The main character would be yourself who goes by the name of Reaction Rebel. You will face other characters to which their names will be irrelevant but at some points you will face more prominent characters whose names are still in the making.  

Core Dynamic 

The core dynamic of the game is to correctly sort a set number of cards into various categories within a time limit.  

Gameplay 

Players will sort a set number of cards depending on the severity of the level. Players will not be able to tell if their hand was sorted correctly until the end of the game.  

Scoring, Reward, Assessment 

Players will receive points based on speed and accuracy of card assortment. The faster a deck of cards is sorted, the more points you will receive. The more correct number of cards that are sorted, you will also receive points for. Any incorrect cards will be a deduction of points. You must get a certain number of points to move onto the next level.  

Construct 3 

I am working on being able to use a click and drag type of action as well as place a timer to help with scorekeeping.  

Recourses Used 

I have been looking at different animations that players will experience upon certain aspects of the game. As well as looking into design. I feel that the setting of which the game takes place is a large factor in immersing the player in the game.  

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