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  • Results from Game Design Challenge: Keep it Clean

    [12.22.15]
    - Danny Cowan

  • João Gabriel Guedes Pinheiro, Game Designer at 100gameideas.com, The Waves of Iemanjá

    The design I propose is called The Waves of Iemanjá. It's name is a reference to one of the main tools players have in the game: the sea waves.

    The player takes the role of Iemanjá, is a water goddess, and more. Your objective is to help people, but the most important is to keep the beaches clean. If you are to choose between them both, your priority is to keep the sea pure, without trash or pollution.

    I'll be expanding a little bit on the myth of Iemanjá, to give her power not only related to sand and winds. So, you have three main forms of fulfilling your duty:

    1. The first one is to create waves, and these waves can be small, medium or large. The bigger the wave, more damage you may cause to people that may be there. Waves are used mainly to destroy more hard residues, also taking small garbage from the sea to the sand.
    2. The second way of keeping it clean is to change the wind. The wind will throw garbage from the sand to the "people area", and it'll force them to clean it. The wind also can increase waves - if you create a wave, and after it create wind, the wave will become bigger.
    3. The third way to clean the beach is to change the sand, so the garbage that's there will go up, allowing it to be influenced by the wind or sea.

    These three power may be used to keep the beach clean - allowing more people to go there, and possibly more people to keep it clean -, or to scare people. You're not punished if you decides to just scare everyone.

    The game is played as a tactical RPG: you choose what to use, and where to focus it. Every turn takes one hour of the day, giving the player some sense of strategy - naturally, waves may become stronger at night, and less people will be there to stop you. However, you must do an action each turn: even if only using small waves, you must do something, after all, the beach is not a static ambient. Each time a beach is cleaned, he'll gain access to another beach, with more people, or more objects, like large rocks or trees, that will require a different approach to be cleaned.

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