Life The Game

Life The Game 12/04/18

Jump into the shoes of a millennial

A Giant meteor is headed towards earth and the world will end in 1 Year. Our protagonist made a bucket list of things he/she wants to do before the world ends. The goal is to finish everything on the bucket list before the world ends.

I got a lot of practice for JavaScript, HTML and CSS from this project. I was also introduced to GitHub and Bootstrap during this project.
Play Game GitHub Repository Feedback Survey
Last Edited - 12/03/2018
Contributors - Mauricio R, Jayson T, Jayden K, Creighton W, John DS, and Luis R.
What I learned from making this game
  • Work Cooperatively using GitHub.
  • Use GitHub's free domains.
  • Create objects and classes in JavaScript.
  • Make good templates for other people to use.
  • How to comment in JavaScript effectively so that the other team members don't get lost. Use Bootstrap 4 with JavaScript, HTML, and CSS to make visually pleasing websites.
  • How to collect useful feedback with google forms and use it to make improvements like balancing the game.
  • Debugging. Every time my team added a new feature, something had to go wrong. No exceptions. It was usually either Me or John's job to fix it.
Languages Used
HTML
CSS
JavaScript

Built With
Visual Studio Code
GitHub Desktop
Bootstrap v4.1.3

Background
In my "Game Design and Programming" class at school our teacher gave us an assignment. To make a Mini Text Adventure Game (MTAG). The original assignment requirements were... have a way to buy and sell items, have 10 items, and can't buy items if there's not have enough money... I think. As the teacher added more criteria, my team and I added more features.
Concept
My teams original idea was, "to make a game were you play as a broke college student who's constantly in debt." Suddenly, we had to add a way to win for v 2.0 of our MTAG. I realized the player had no goal nor a way to win. Our old idea was most suitable for what most would call a sandbox. Somehow after brainstorming for about 3 minutes, I ended up with , "a person who's trying to do the things on his/her bucket list before the end of the world while in constant debt." It gave the player a goal, some checkpoints along the way to the goal, and most importantly a way to win. Since no one in the team came up with a better idea, it was given the OK.
Controls
My team wanted to make the game as simple as possible. Before the class started working on the MTAG's we were show last years MTAGs. The most common complain about them was probably "What do I do?" The UI was usually very confusing, the goal was unclear, and the controls were inconsistent. So my team and I decided to make our game so simple and straight forward. So straight forward, that we won't even have to teach the player how to play and also not leave them confused. One of my team members Jayden K gave the project a huge push by introducing Bootstrap, into the project and also making it look nice with CSS. After that I slowly made small adjustments to make the game look and feel better. At the same time I got much better at CSS and HTML which wasn't part of the curriculum of my specific class.
Big Features
Store Ratings
The way players rated the shopping and selling slightly higher for version 2. The reason is probably because we slightly raised the prices of some of the items and lowered their effectiveness. Another reason is I got only got 7 survey responses for v2 and 23 responses for v3.
Job Difficulty
More people said it was harder to get a job in version 3 which is certainly the case. I nerfed the the effectiveness of internships and made them take 1 week in v3 instead of 1 day in v3. Because of in error in my code the player was also susceptible to encountering multiple random events during their internships.
Internship Effectiveness
The survey shows that people thought internships were less effective in v3. Again, I nerfed the the effectiveness of internships and made them take 1 week in v3 instead of 1 day in v3. The reason is that people were getting the top tier scientist job in the first week which was not at all what was supposed to happen.
Money at End of Game
The average player ended the game with a lot more money in v3 of the game. One reason could be that a lot more people actually took the survey. Another reason could be that more people played the game seriously, since v2 was still incomplete, and v3 was around 90% done.
Aesthetic
The games aesthetic was highly rated to begin with. The reason v3 was rated higher than v2 was because that’s when we added the battle system and major improvements main hud. Another reason is that I got more survey responses for v3 than v2.
Stability
The game was very stable in v2 however because of a few rushed features in v3 I broke a couple things including the battle system. As a result we received less good ratings for v3. Sucks because I didn’t fix the problems until i got home.
Confusion
Less people thought the game was confusion for v3. It’s not that surprising since it’s the same group that played v2. And again there was more people doing the feedback survey.
Replayability
More people they said they would willing to play the game again for v3. It’s not surprising since the battle system was added in that update. Also well as item functionality, and an ending.