Reflecting on the Digital Game Design Process

As in any creative process, ideas iterate as more pieces of the product puzzle emerge. I brainstormed a big idea (my typical) and then when I began to learn the platform, I knew what I wanted to make wasn't going to be the best option. I wasn't ready. So I iterated on my idea and leaned into what I knew I could learn to create with some perseverance and focus. 

The other two gaming platforms (Twine and analog) were more familiar to me in that I love choose your own adventure and I love board games. But because I'm not a huge digital game player, my head for this game design experience was in a more unknown space. In reflection, I would have liked to learn Construct 3 first...exploring function before form. Or at least play with it to see what it can do. That power of play is often a catalyst for me as to what is possible in design. What I did notice was how I was less overwhelmed with the design experience. This being the third game -- I'm finally getting the hang of it! :) 

My game idea is similar in my original idea as it relates to the environment and science. Recently, I was teaching some students about Sound Foley Artists and I showed them a clip from Wall-E. Seeing that in my head, I was inspired by what would it look like if the player had to "clean up" the environment? Maybe different environments? Inspired by Wall-E, I envisioned a game where objects float around and the player must clean up the environment. Picturing something with some action and movement and points and analyze what is trash, what is recyclable, what is compostable, etc. 

The more I play with Construct 3, the more I can visualize possibilities. 


Working Title: 

Planet Protector

Description: 

Planet Protector is an educational game where players learn about recycling and sustainability practices in polluted worlds. Players control Earthy, the planet protector as it works its way through various polluted environments. Objects like trash, recyclables, compostables, and pollutants are scattered around different environments on the planet. Players collect recycle/compost items and other eco-friendly items for points. Players avoid non-recyclables in order not to lose points. Players must avoid harmful pollutants like plastic waste for if they come in contact with them, the game starts over.


Subject Area: 

Science and Sustainability (elementary/middle level)

Objectives: 

  • Given various environmental scenarios, learners will analyze and apply eco-friendly solutions with 90% accuracy by collecting and avoiding items in the game (Higher Order)
  • Learning will identify recyclable and non-recyclable items in sorting challenge (Lower Order)

Knowledge Domain:

  • Conceptual Knowledge: Understanding the importance of eco-friendly practices and the effects of pollution on ecosystems.
  • Procedural Knowledge: Applying concepts like recognizing eco-friendly actions and choosing recycled materials vs. hazardous. 

Game Goal:

  • Player wins by collecting a target number of eco-friendly items, completing mini-challenges, and avoiding pollutants.

Core Dynamics:

Players collect eco-friendly items and avoid pollutants to progress. 
Players problem-solve (solution) in sorting and clean-up challenges. 

Core Gameplay Loop:

  • Items are scattered randomly around the environment (forest, ocean, etc). 
  • The player collects (by collision) recyclables and compostables for points. The player avoids trash and hazards in order not to lose points. 
  • Immediate feedback (disappears, something else appears, color fades) informs the player as they progress.
  • The player solved a challenge such as sorting what is eco-friendly and what is trash. 
  • The level ends when they reach the end of the environment. 
NOTE: Still trying to figure this out, but want to have a checkpoint at the end of the level. This would be a mini-challenge where players have to sort items to trash, recycling, compost. Once they complete the mini-challenge, they move on to another environment. This would add a solution to core dynamics.

Decisions are primarily Risk/Reward. 

  • Players must decide whether to collect an object, leave it, or prioritize one over another. Attempting to collect an item in a dangerous position might result in a collision with an obstacle or hazard or a successful collect increases score or gives a bonus. 
  • Players have to prioritize which items to collect (all are worth different point values). If a higher point object is near a hazard - the player has to decide to take the risk for the points. 
  • Some objects might look eco-friendly but are actually hazardous, Players must decide quickly whether to collect or avoid.

Scoring: 

Here is what I have so far. Knowing how I work, this will most likely adjust as I continue to create. 

    • Collect recycling cans +2
    • Collect recycling glass +4
    • Collect compost +4
    • Collect recycling paper(moving) +6
    • Hit trash (paint cans, styrofoam, ) -4
    • Hit hazards (oil spill) -4
    • Hit plastic bags (these move) -- Game Over, start again. 

Rewards:

  • Earn badges for completing each environment. 

Assessment:

  • Players must achieve specific thresholds such as 80% recycles/compost collected to progress.

Peer Responses: 
I revised my initial idea after the one peer response. The TA feedback encouraged more learner agency, which was a big part of why I iterated on the initial idea. I just read my professor's feedback and lots of great ideas that I plan to explore. I like the idea of cleaning up a hazard....

Prototype:

I have a scoring system set up and am working on the core loop.
A few screenshots of the game and a little video demo.