Game Checklist and Progress

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Education Establishment Game (EEG) Checklist Players may take turns, roll dice, and land on squares. Y Players may have the opportunity to acquire squares that represent premises and may eventually acquire a whole group of premises. Y Once a group has been acquired, the player may wish to add new facilities to one or more of the premises in the group. Y Once several additional facilities are on a square, the square may be converted into a Centre of Excellence. N Acquiring premises and adding facilities costs money. Y The better the facilities on a square, the more it costs for other players to use that square Y Prices will differ from square to square. Y As players pay to acquire or to use a square or facility, the amount of money they have diminishes. Y Players’ funds are topped up when they pass Go, or when other players pay them a usage fee. Y Certain squares (other than premises) may trigger events that have an associated action, cost or income. N The end of the game may be signalled when players concede defeat, or when one or more have no more funds, or when a time limit is reached, or simply when the players decide to stop. N The system should be able to provide a summary of the final state of play N Throughout the game it should remind players of the opportunities available to them, what they have to pay, what income they have received, and the state of their finances generally). Y To do: Start and End Screens. Counter selection and naming. Renaming elements to non-monopoly titles (houses to facilities, hotel to centres of excellence etc). Events and actions for each special square. Decide on an end of game or game modes. Eg. Should the game be on a timer or a traditional type game, or a choice of both? Finishing off hotel/house system.

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Checklist example for game design.

Transcript of Game Checklist and Progress

Education Establishment Game (EEG) ChecklistPlayers may take turns, roll dice, and land on squares. Y

Players may have the opportunity to acquire squares that represent premises and may eventually acquire a whole group of premises. Y

Once a group has been acquired, the player may wish to add new facilities to one or more of the premises in the group. Y

Once several additional facilities are on a square, the square may be converted into a Centre of Excellence. N

Acquiring premises and adding facilities costs money. Y

The better the facilities on a square, the more it costs for other players to use that squareY

Prices will differ from square to square. Y

As players pay to acquire or to use a square or facility, the amount of money they have diminishes.Y

Players funds are topped up when they pass Go, or when other players pay them a usage fee.Y

Certain squares (other than premises) may trigger events that have an associated action, cost or income. N

The end of the game may be signalled when players concede defeat, or when one or more have no more funds, or when a time limit is reached, or simply when the players decide to stop.N

The system should be able to provide a summary of the final state of playN

Throughout the game it should remind players of the opportunities available to them, what they have to pay, what income they have received, and the state of their finances generally).Y

To do:Start and End Screens.Counter selection and naming.Renaming elements to non-monopoly titles (houses to facilities, hotel to centres of excellence etc).Events and actions for each special square.Decide on an end of game or game modes.Eg. Should the game be on a timer or a traditional type game, or a choice of both?Finishing off hotel/house system.