Project Structure Document


Milestone 1 - Game Proposal 

Milestone 1 - Presentation Slides


Milestone 2 - Game Prototype

Milestone 2 - Presentation Slides


Milestone 3 - Alpha Release

Milestone 3 - Presentation Slides


Milestone 4 - Playtesting

Milestone 4 - Presentation Slides


Milestone 5 - Final Release and Conclusion 


Demo Day - Slide

Demo Day - Poster



Source Code:

https://gitlab.lrz.de/AdrianStruzek/thewall


Compiled Version:

https://github.com/xlieA/Green-Wall

  • Keine Stichwörter

8 Kommentare

  1. Kerstin Pfaffinger sagt:

    1. Most favorite: I really like the inspiration and therefore the theme of the game. Especially because your aim is to simulate the behaviour of the plants and the soil as realistically as possible. That is an outstanding feature.
    2. Least favorite: I fear that the player might become overwhelmed by the simultaneous management of different components (farmers, plants, water).
    3. Improvement: Perhaps remove the farmers altogether and focus on fewer resources so that players can learn over time and develop complex and efficient watering systems and plant arrangements. 
  2. Michl Bayer sagt:

    1. Most favorite: Simulating is very cool and you can do much with it. Firstly, I think it feels natural, and second, it can create a good dynamic.
    2. Least favorite: Be careful that some features are not too much stimulation and others too casual. It could be difficult to find a balance.
    3. Improvement: It would be nice if, after a round, you could visually see what happens between the runs, e.g., how the plants grow when certain conditions are met.


  3. Rebecca Ahmed sagt:

    1. I absolutely love the idea and the settig you are going for. Turn based rounds are also a great choice, as it takes away momentum and gives the player enough time to think and plan.

    2. You have a lot of different components you have to communicate to the player (simulation, water-management, people, etc.) and most of them are not intuitive. Think about how you want to convey this information in a way that does not overwhelm or frustrate the player.

    3. It might be good to provide the player with a tutorial or a small sandbox gamespace where they can explore and customize their experience to experiment with different parameters. Alternatively you might want to think about "withholding" some of the features for later levels/years.

  4. Sebastian Geheeb sagt:

    1. I think the artsyle you are going for is definitely a really nice choise. It fits the setting and the genre that you want to go for.

    2. My biggest concern would be the difficutly of implementing and balancing all the things you want to implement. Everything by itselve is fine, but combining all those different elements, especially with the PCG, will definitely be challenging.

    3. A nice tutorial that introduces all the different mechanics one at a time is something that you could consider

  5. Tobias Florian Heller sagt:

    1. Most Favorite: I really like the thought of a turnbased city building game revolving around sustainable townbuilding. That concept seems very unique and interesting to me.
    2. Least Favourite: I have concers that the game keeps the average player hooked, as it lacks action in the traditional sense. It will be challenging to present the scarcity of resources in a "fun" way to maintain player retention.
    3. Suggestion for Improvement: Keep the gameplay simple and focus on engaging core mechanics instead of going for a broad strategy game (this might be out of scope)
  6. Towsif Zahin Khan sagt:

    1) I like the idea of having some real world constraints being modelled enough for a balanced desert rebuilding turn based city builder-esque game.

    2) I would personally be afraid of how hard it might be to implement and balance given the time we do have.

    3) I also like the art style, it seems to be building its own personality.

    4) Also I have some daubt about how good of an initiative it is to rebuild the forest from end to end. Does it not cut off the desert landscape in the middle? How would animals adapted to the desert move through the forest in the middle etc

  7. Leon Stier sagt:

    1. I really like the idea and especially the connection to the green wall project. For me it sounds very satisfying to work towards this big goal of turning everything green one by one
    2. The scope will be challenging so I think it's crucial to focus on the core elements that are needed to enjoy the game like simulating the growth through building water sources.
    3. I am not a big fan of it being turn-based because I like the ability to lean back and watch my system work on its own. With turn-based there's also a much higher stake on each action because you don't know what's going to happen and you lose the turn for experimenting.  With realtime you get direkt feedback on how the action affects your system; mistakes result in smaller negatives, and I as the player don't have to manage what I do per turn. But that's of course personal preference.
  8. Karl Zakhary sagt:

    Likes:

    • Spreading awareness in a gamified manner
    • Modelling the intricate interactions between different environment elements would be super nice and realistic


    Dislikes:

    • If the game is complex enough, the player might need some tutorials uncovering the underlying theory of having the imagined environment system.