Difference between revisions of "Fortune Hunter"
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= Game Elements = | = Game Elements = | ||
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== Game Concept (description) == | == Game Concept (description) == | ||
Revision as of 01:07, 1 October 2009
Game Elements
Placeholder image ;D
Game Concept (description)
TEXTadventure (working title) is a single player educational adventure that teaches fourth grade curriculum mathematics through creative and innovative means. The player controls an unnamed (currently) hero that must progress through maze-like dungeons, solve puzzles, and defeat enemies in a two dimensional world to find the exit.
Each level is comprised of randomly generated dungeons that will create various difficulty mazes for the player to navigate. Along the way will be many types of enemies that each focus in certain elements of the curriculum. While each level will predominantly focus on newer topics to the player, defeating a certain number of enemies will prove mastery of the skills and unlock newer challenges while still honing in on the previous skills trainings. This will provide a way to focus on new tasks and provide reiteration of the knowledge already known. The end of each level will consist of a boss fight which will act as a topic overview.
Story & Characters
There is currently no developed storyline for TEXTadventure.
Gameplay
GUI
Several GUI options are being considered now. The first is to have a number pad to the left of the screen, text log on the bottom, map in the upper left, and graphics in the center. (Figure A)
The second is to have the number pad as a part of battle graphics (attached to the player's first person perspective somehow). (Figure B)
In addition to these, there is a stats screen, an equipment screen, and a shop screen.
Menus
The menus will be accessible by pressing its associated buttons on the right side of the screen.
Controls
Movement
In normal mode, players can click on doors to progress to check that door and see if it is unlocked. If the door is unlocked, they progress to the next room.
In "gameboy mode" the player can use the arrow pad on the left of the screen to check the door in that direction. If the door is unlocked, they progress to the next room.
Combat
When the player moves into a room containing enemies, a battle will start. Battle will be carried out by means of "clashes." Each clash represents a possible attack or action, and will be shown as a math problem that the player will have to solve. The player will enter the answer in normal mode by clicking on the text field at the bottom of the screen, and entering the numerical answer using the number keys on the keyboard. In "gameboy mode" there will be a numberpad on-screen, and the player will be able to highlight a number or symbol with the directional pad, and select by pressing one of the keys on the right side.
Shop
The player can access the shop any time not in battle during the game by pressing one of the right side buttons. Once in the shop, the player can select an item by using the directional pad, or by clicking on it. Once the item is selected, its price will be displayed as a relational math problem which the player must solve. The answer is entered the same way as in combat.
Critical Path
Level Progression
Each dungeon will introduce a distinct mathematical concept, and each dungeon will be comprised of several levels of increasing difficulty.
At the beginning of each level, the player will face the entrance of the dungeon. In each room, if there are no enemies left, the player will have a decision as to where to go next based on where in the dungeon they are.
As the player moves through the dungeon, they will face enemies which they will have to fight by solving math problems. If the player answers enough questions correctly in a battle, they will win the battle. However, if they continue to answer questions wrong, they will be damaged and eventually die. When the player dies, they will be faced with the option to quit to the main screen, or to restart the level. Once the player answers enough math problems correctly or defeats enough enemies, a teleporter will appear which will take them to the next level of the dungeon.
When the player reaches the end of the dungeon, they will encounter a boss which will confront them with numerous timed math problems to ensure mastery of the dungeon's concepts. There is also a possibility of an end of level puzzle which will require players to solve geometry based puzzles to progress.
Game Completion
updating...
Education
Classroom Application
updating...
Curriculum Elements
This game covers elements of the fourth grade math curriculum currently used in Boston, MA, USA.
Art
Concept Art Information
This is where we will place images of different concept art. Until we have determined a style we will be using, we will be placing images of various different styles up to try and determine which is best.
Reference Material Information
Developer's Section
Meat the Team
Eric Kenvin (3rd Year)
email: eric.kenvin@mail.rit.edu
Jonathan Meschino (4th Year)
email: jmeschino@mail.rit.edu
Preston Johnson (3rd Year)
email: ppj4700@g.rit.edu
David Silverman
email: drs5669@g.rit.edu
Interested in joining our development team? Contact us for more information.
Meetings
Developer meetings:
Where: Game Design Labs - Building 70-2500 @ RIT
When: 5-7pm Thursdays
6-8pm Saturdays (TBA-only if needed that week)
Meeting times and locations are subject to change as needed. For more information, contact someone on the team (see [7 Team Information] section).
Objectives
updating...
Future Development
updating...
Bugs/ Fixes
Not applicable yet.
Game Suggestions
- Have the players defeat monsters and solve puzzles by solving math questions
- Have a small on-screen map to help players navigate through the dungeon