Tuesday, September 16, 2008

WHAT WE NEED TO DO

BluePrint Plan

1. Introduce/Explain the conflict scenario, our goals, target market, our limitations etc.

2. Explain the relevant research and how it influenced our design.

3. Analyze in detail and put into context related predecessors to our game.

4. Give a an overview of how our game differs from these games and traditional conflict resolving techniques. (subversive learning through humour etc.) IN DETAIL

4b. A clear set of working drawings showing how we developed our game and why we made certain decisions.

5. A prototype of the game, + illustrations showing the interactions... a walkthrough so to speak. Along with scenario and character layouts for future serials/ full game.

6. Future - Where, when and how can it be applied and why?

7. References, Bibliography and our contact details.

Monday, September 15, 2008

Game Play Schematic


A starting point to our schematic.... theres is still the interaction between elements from the inventory to show how to kill the possum and the resulting effects...