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  • Results From Game Design Challenge: Get Organized!

    [04.24.18]
    - Danny Cowan

  • Zane Wilson, Student at University of Montevallo, Collation Salvation

    Collation Salvation is a procedurally generated puzzle game. The game follows an eager young architect during the 70's in the United States trying to find, collect, and document a variety of strange and valuable artifacts. They can range from the ordinary such as, arrowheads and pottery to more exotic thins like buried treasure or strange and colorful rocks. The first aspect of gameplay would be sending yourself out into the field to look for artifacts. This would work similar to the planet scanning mechanic in Mass Effect 2. In game the player will have to pick from a location and choose for how long and what kind of tools they will take with them. Once everything is decided and the search started, it will all take place automatically and artifacts will be immediately gained or not.

    This part of the game will be relegated to a mini-game status. However, this does not mean that it is not important to progression. After artifacts have been collected and catalogued, the first part of the puzzle mechanics come into play. Now that the artifacts are ready to send, the player must pack them themselves. But, different recipients require different packaging for different artifacts and so the player must adhere to these guidelines. There would be a wide range of packaging options, like normal cargo boxes or glass display cases. Also, containers could be three-dimensional or flat enough to where it would be considered two-dimensional from a gameplay perspective.

    Then players can start to try and figure out how to piece together the artifacts from a top down or side perspective. It would be akin to Tetris and 3-D Tetris except the pieces will be free standing instead of falling, and the player can choose to remove an artifact from the container if they so desire. There would also be a time limit that the player must package the artifacts by. If completed phase two starts. All the artifacts that the player finds, no matter how strange or seemingly useless, is valuable to someone and they will want to acquire them for themselves. This is where the second part of the puzzle mechanics come in. If a player completes packaging the artifacts, there will then be a robber that will come and try to take every artifact.

    Now being a young and enthusiastic archaeologist, you are not very organized and there is stuff everywhere in your work quarters. However, you can use this to your advantage and hide the artifacts amongst all your junk. During this section of the game the player will enter a first-person perspective and needs to go around the room and find places to hide everything. Again, their will be a timer and once the player has hidden all the artifacts they must hide themselves, similar to Amnesia. After this the player will move on to the next level. It is assumed that the PC puts all the artifacts back in the container.

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