Thursday, March 29, 2012

Drawing a Scene

Depression actually causes a lot of runaways. And it's pretty much a broadly know thing.  You can Google "Teen Depression." And get tons of hits for runaways. It's better sources if you look at police reports, missing kid sites, etc. It's a serious thing and depression needs to be helped. People with depression can't help they are depressed, and often they think nothing can help them. Our game is showing a struggling teen, and we're trying to allow the players to make the right choices to help the character. The scene we've drawn now is the character jumping off buildings. It's showing an extreme outlet of needed attention. By the end of the game, the player should be aware of depression and how to solve it, and get help. 

Friday, January 27, 2012

Planning your game part 2

* '''WHO''' are you designing your game for? (Include the player's age, abilities, and prior knowledge of your topic.) Students, teens, around my age(13-14) who like music and are curious about how music and emotions work.
* '''WHAT''' will your game teach the player about your topic? (Be specific!) Our game will teach about depression and how it can be healed with music.

* '''WHERE''' does your game happen? It's happening everyday, in any place all over the world.
** Describe the world you will design for your game.  I'd like for there to be lots of interactive graphics, since a better part of our game is about matching.
** How will this setting add to the learning experience?  I think the fact teens like music and games will get them to be willing to play, and the learning ties in so it's not boring.

* '''HOW''' does your game world teach the player about your topic? Music can change your emotions immediately. And our game's going to show how different types give different emotions.
** What happens in the world that helps the player learn? It let's the player jump right into trying different music and letting them experience the emotions that go along with it.
** How does the player use what they learned to make something happen in the game? I'm not really sure about that right now.

* '''WHY''' is a game a better way of understanding your topic than a quiz? Because hands on gives you a better understanding, and when you can be intrigued you retain more information.

Wednesday, January 25, 2012

Planning our game

Well, this has so far been the most confusing part of the entire year in this class. I still don't really know if I did everything I was suppose to. It confused me so much. I know I got the flash parts finished and I tried downloading them, not sure how well that worked but I did. I filled out the little question thingies but I'm still kinda lost. I didn't see how it helped us, I know what we want the game to look like but I didn't see how this was suppose to help us. Am I the only one who got confused? Because that's what it all seemed to do; confuse me. I tried it (as best as I could) and think I got it all done but can't be too sure. I hope I got everything working right. Please tell me if I'm missing something?

Quotes/Inspiration











Tuesday, January 17, 2012

My goal for the year

My goal for this year in globaloria is to get part of the final game done. I really want to get at least part of the final thing done. Our game is going to be about depression and music. I'd really like to find some music to put, and get the actions for when you click on things. On globaloria Im glad we've already got the stages we have done. It's slot farther than we were last year. Maybe this year there really will be a good chance we can finish it. I hope it won't be that hard to find songs to express different emotions. We've already started listening to different songs. For research. I think we' ll definately get the demo done. Which that's gonna be cool to see something we made.