Envirobalance
From WVWiki
Team Envirobalance Game Presentation
Team Members
GAME IDEA
JIM'S TITLE SCREEN, GAME PLAY VISUAL DEMO
BOBBI
OPENING AND RULES
ABBIE
NATALIE
- End of Game - Successful
- End of Game - Unsuccessful
RANDY
|
|
EnviroBalance
- Audience
The game is designed for middle school age students and presents an enjoyable way to teach them about the importance of balancing environmental concerns and economic concerns.
- Game Play
The opening scene displays a mountain, a functioning coal mine, chirping birds flying overhead, etc. Along with a coal bucket and a camping tent (the icons for a bar graph) categories for questions are listed: tourism, coal mining, ATVs, camping, fishing, land reclamation, etc. Each category/topic has a button. Upon clicking a category button, the player sees three TRUE statements at a time. He makes a choice among the three, deciding upon the most balanced statement, the one which doesn't "tip the scales" toward either environment or economy. If his choice favors the environment, the screen goes back to the original scene, and the player sees the "camping tent" side of the graph go up. If he chooses the statement that favors the economy, he sees the "coal bucket" side of the bar graph go up. If he chooses the statement that is balanced between environment and economy, he sees both sides of the graph go up. When one side or both sides of the graph reach the top line on the main screen, the player either "wins" or "loses" for himself and for the state of WV. If he wins, he sees a screen with a coal miner and a camper shaking hands, a lovely nature scene (with sound effects), and a "fade" to a smiley face. If he answers questions favoring one side or the other, he sees a "dead" looking nature scene, a house in which the lights go out, and a frowning face. ("Warning signs" will be inserted when the player gets dangerously close to losing; for instance, the coal truck may appear, dumping a load of coal, or a bird may take a "dive" and end up dead on the ground.)
Game Play - The goal of the game is to ensure that a balance is maintained between the environment and economics. Players must make the most balanced choice among three true statements. A player "wins" when both sides of the bar graph (coal buckets and camping tents)reach the sun on the main page simultaneously.
Fun Factor - Fun graphics and sounds, bright colors, humorous scenes
Smart Factor - With smart choices, it is possible to meet both environmental and economical needs. Student makes decisions and sees the consequences immediately.
Style Factor - Simple, primary colors; cartoon-type animation; buttons to move from screen to screen; various interactive sounds (i.e. dump truck, water, wind, etc.)
Originality Factor - It is tailored to regional concerns, and helps the player critically analyze his choices and see both sides of an issue
Team Introduction (Names and roles of team members)
Jimmy - Flash programming, animation, buttons and graphic design
Natalie - Flash programming, animation and graphic design
Randy - Flash programming, animation and graphic design
Bobbi - Graphic design and content research, question writing
Abbie - Graphic design and content research, question placement
DESIGN PLAN
Title Scene
1. There is a PLAY button and an ABOUT button. There are animated graphics: a bear waddling across the mountain, a coal car coming out of the mine, and birds flying across the sky. This is where the action begins. Player chooses the button to get rules, or enters the game by choosing PLAY. Upon choosing PLAY, a series of topics appears across the bottom, each one leading to a set of statements.
3. List of Assets for this scene:
- Background-graphics of a wilderness scene
- Character(s)bear, birds
- Object(s)mine car, trees, sun
- Animation(s)bear, coal car, birds
- Sound(s)birds singing
- Button(s)PLAY, ABOUT
Help Scene
1. The ABOUT screens have a simple, bright green background and consist of three linked screens which present the goals and directions of EnviroBalance.
2. The first thing a player sees is a childlike picture of a "happy nature" scene with a tree, birds, a sun. It dissolves to the text relating the goals and rules. There is no action here, just a RETURN button to take the player back to the main screen.
Game Scene 1: Entering the Game
1. The main screen has a mountain background. (See above.) At the bottom of the screen are the ABOUT and PLAY buttons. Two icons are visible at the lower part of the screen, each representing one side of the game's issues - the environment, represented by a small camp tent, and the economy, represented by a coal bucket. These icons will rise as a bar graph as the play progresses.
2. When the player clicks on the PLAY button, he is taken to a similar screen (mountain background) but now he will see 8 topics listed across the bottom of the screen, each linking to a set of questions. He chooses the topic he wants to explore.
3. List of Assets for this scene:
- Background: mountain scene
- Object(s): coal bucket and camp tent icons
- Animations: bucket and tent rise as a bar graph as play progresses
- Sound(s): to be determined
- Button(s) ABOUT, PLAY on main screen; topics listed on bottom of page after the player clicks PLAY.
Game Scene 2: TOPICS Screen
'1. The same mountain scene appears when the player clicks on PLAY, but he will then see a list of topics across the bottom
2. The topics will include ATVs, CAMPING, FISHING, COAL MINING, LAND RECLAMATION, WIND TURBINES, FORESTRY, WILDLIFE/HUNTING. The player chooses a topic and clicks on it. He will then be taken to a set of three true statements related to that topic.
3. We may add pictures to represent the topics at a later time.
Game Scene 3: Making Balanced Choices
1. When a player makes the most balanced choice from among the three statements, he is returned to the main screen and sees the TWO icons - coal bucket and camp tent - rise one notch.
2. When a player chooses a statement which favors the environment only, he is returned to the main screen and sees the camp tent side of the bar graph rise. Conversely, when he chooses an economy-favoring statement, he sees the coal bucket side rise.
3. Play continues through the categories until he either creates a balance or "tips the balance" to one side or the other. When this happens, he is taken to a "CONSEQUENCE" screen
4. NOTE: As time permits, we plan to add "warning" sounds and pictures showing the consequences of an economy or an environment that is out of balance.
Consequences Screens
While the player may make some choices that favor one side or the other, he will have to watch the bar graph so that he doesn't create too much unbalance.
Consequences I: Unbalanced in Favor if the Environment: Placing an overemphasis on environmental protection will cause a consequence that hurts the economy. A screen will appear showing "No Jobs" sign, "For Sale" sign, etc, and other symbols of a poor economy.
Consequences II: Unbalanced in Favor of the Economy: Placing too much emphasis on the economy will create a stressed environment. A screen will appear that shows lights going out in a house, dead tree, a swooning bird, smoke-filled air and other symbols of an environment in trouble.
Unsuccessful Game Completion
A dump truck appears, backs up and dumps a load on the ground. A house appears; lights go out and the background darkens; a dead tree sits in a scrubby-looking yard. The words "You have not created a balance!" appear; the scene fades to a frowning face.
Successful Game Completion
A miner and a camper meet and shake hands in front of a bright green tent. The words "Congratulations. You have created a balance!" appear; the scene fades to a smiley face.
