Approach 1—FrankS
Explanation
In this mock up of the project the user gets to interact with the planned event directly. From this top down view the user can control the people in the protest and try different scenarios that might happen. You can have the cops so up you can have people get violent and see how that affects the risk level of the protest. The UI is designed to give the user as much power as they need to be able to plan out a successful protest in full and account for the worst case. The user can also add propaganda as they please to see which signs might work the best.
Background
The inspiration of this project is a combination of seeing protests or political events unfolding and looking at other games that have similar gameplay mechanics such as The Sims or City Tycoon. These games use an RTS system and allow you to simulate different scenarios, which make them a perfect platform for what I am trying to do with my game. I got the idea of making a political protest because in lab we talked about ways that we could conduct a successful protest and it made me think that there really wasn’t a good way to test a protest even on a minimal scale to see how well it would work. The budget from the creation of this project would be virtually nothing because it uses the Unity game engine, which is free, and I would program the rest of the game myself. On the other hand the budget of the actual protest would depend on what you are planning and the game can determine a budget for that protest based on the information the user inputs.
Budget
For this project in terms of how much money it would cost would be minimal. I might spend money on assets to make the simulation look more professional. The amount of time that it would take for this project to be complete would probably be about month. During this time I would code the rest of the simulation and debug the whole thing as well as play test it to see what things I should add or take away.
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