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Food Fight. Game Concept by Scott Ko. Design Challenge To create a 2D turn-based strategy game with a delicious twist Time Limit: 10 Weeks. Food Fight. Persuasive Purpose To allow players to engage in culinary warfare while supplying them with a wide variety of food from around the world!.

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food fight

Food Fight

Game Concept by Scott Ko

Design Challenge

To create a 2D turn-based strategy game with a delicious twist

Time Limit: 10 Weeks

food fight1
Food Fight

Persuasive Purpose

To allow players to engage in culinary warfare while supplying them with a wide variety of food from around the world!

user description
User Description

Anyone who is stuck in the doldrums of cafeteria food

  • They are likely…
  • Ages 8 - 28
  • Have played Artillery, Worms, GunBound…
prototype of food fight
Prototype of Food Fight

Worms: Open Warfare 2 (NDS)

GunBound

(PC)

features functionality
Features/Functionality
  • Solo play
    • Vs CPU, Target practice, Puzzle, Time Attack, etc.
  • Multiplayer
  • Various class types with attributes to chose
    • School kids, office workers, hospital patients, prisoners, military personel, etc.
  • Multiple maps
  • Environmental variables that affect trajectories (A/C, fans, steam, wind)
theoretical justifications
Theoretical Justifications
  • More strategy, than button mashing
  • Balanced multiplayer = competition = fun
  • People are familiar with cafeteria food fights
  • Food fights are rare and frowned upon
shortcomings of design
Shortcomings of Design
  • Not everyone has played a turn-based artillery game
  • Creating enough variation in map designs
  • Time constraints for establishing multiplayer?
expansion what else is possible
Expansion - What else is possible?
  • Single Player 2D side scroller?
    • Dodge attacks while trying to run out of cafeteria
  • Guilds/Clans for team ladder competition
  • Rotting food + area of effect = damage over time
  • Cafeterias from around the world = many food possibilities
  • Destructible maps
next steps in design process
Next Steps in Design Process
  • Build prototype with game mechanics
  • Develop physics code
  • User test
  • Analyze mechanics
  • Tweek and retest
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