Game Design


Learning Goal

The player will be able to isolate equations of a single variable involving only natural numbers, as per the Grade 6 curriculum. For example, x + 1 = 2, isolating for x =1.

Learning Plan

First I would like to introduce the concept of equations which are already solved, for example x = 1. The answer is effectively the question, this is to get the player refamiliarized with variables (or familiarized if they are not already). E.g:

x = 1, x =5, x= 3

Then, I would like to perform very basic manipulations to both sides in the form of addition/subtraction. E.g:

x + 1 = 2, x - 1 = 5, x + 2 = 7

And equations of that sort. This will be the beginning of true variable isolation, using the most basic method possible, addition/subtraction.

Next, I intend to introduce simple equations involving the 10x10 times-table, with no addition or subtraction. E.g:

3x = 6, 8x = 24, 7x = 49

This will introduce multiplication in isolation.

Finally, I would like merge the previous two concepts to create slightly altered equations of the 10x10 times-table, which now require one operation of addition/subtraction. E.g:

2x + 1 = 5, 6x + 2 = 20, 9x  + 7 = 97

Here and there, I would also like to throw in equations which require elimination of both/one side (not actually requiring mental math to solve). E.g:

x + 50 - 50 = 7, x + 20 - 20 = 4, x + 112 = 112 + 8

Level Design

To give context, the game is effectively a scavenger hunt where the player drives a car looking for the correction solution to an equation presented on screen. For example, the player could be prompted with x + 1 = 2, and the player will then search for the number "1". Upon touching a 1, a new equation will appear and the 1" will disappear. This will then cause a new equation to appear and the player then repeats the process until all numbers in the level are gone.

Therefore, level design will very closely mirror the learning plan. The equations which appear will slowly introduce the concepts in the order I have mentioned. Additionally, as the player progresses through levels the amount of numbers will increase, to give a sense of progress.

To keep the player from free roaming, there will be a gas meter that depletes as the player moves (intentionally not timed). Only when the player touches a correct answer will the gas meter increase. Thus, the player is forced to look for the correct answer.

Communication

How will you provide feedback to the player?

The feedback is direct, as when an incorrect answer is attempted as input the question will remain on screen. There is positive reinforcement in the form of a gas meter to encourage correct answers (along with game progression).

How will the player know what to do?

The tutorial levels will be basic enough for the player to understand the game with effectively no math. There will be no drastic changes throughout the game, so it will be hard for the player to get lost.

How will the player know what to do?

The idea is "trial by fire". Even if the player is lost, there are not many options on screen. So if the correct answer is accidentally selected, the player can try to connect the dots. The likelihood of a player accidentally beating a level is very low, so they will be forced to learn concepts before being introduced to ones which build on them (the game will not progress otherwise, due to the gas meter).

How will the player know when they’re doing things right or wrong?

This falls directly under the first section. But to reiterate the base concept is so simple that the hope is they will understand it after a few simple tutorial levels, after which it really will not change.

Aesthetics

This is still very much up in the air. I may change from a top down driving game which follows the car around, to a top down space game. It is far more likely I will stick to a driving game, though: A space game would likely involve dynamic objects like asteroids to impact the player, but a car game could use static objects such as buildings. I am still not attached to either idea, though.

Current Schedule Plan

June 4-10: Developed a prototype demonstrating the very basics of the game.
June 11-17: Create gas meter and finish equation generation. Create sample level.
June 18-24: Implement level switching, and also add building collisions/camera following. Prepare for playtesting.

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