To raise awareness on environmental issues, we where tasked with developing video games themed around environmental conservation. Our groups project is themed around clean energy sources and their implementation. is a tycoon/strategy game where the player constructs green energy facilities across Canada to compete with fossil fuel based electricity generation, with the end goal of producing enough electricity to phase out fossil fuels. To accomplish this goal, the player will have to generate as much power as possible while managing their money and reputation. Policies you enact and random events can have dramatic effects on your play, but in the end how you achieve you goal is up to you. The learning objective is for the player to learn about various sources of clean energy, their positives and negatives, and how they can be utilized to efficiently produce power on a large scale.
To generate enough power to phase out fossil fuel based electricity generation, the player must construct sources of clean energy to add to their minimum and maximum power generated. Each power source that can be constructed has its pros and cons listed, outlining how they are actually used and several features present in game. Placing power sources in specific areas to maximize power generation and taking action to mitigate the risks they pose. Every ten seconds the player receives money based on the amount of power they generate, and can invest this money on new power sources and policies. How the public and government thinks of you, measured in your reputation, affects the amount of money you receive and can have other in game effects. Keep an eye out for random events that can occur, which can effect your progress in a variety of ways. Most will be only a temporary setback, while others can have dynamic effects on your complete playthrough.
April 18, 2022
The player builds clean sources of electricity across Canada, gaining money and reputation over time as they complete with coal-based power generation. As the player generates more power, they can enact policies and purchase upgrades to improve their facilities. Once the player minimum power generation reaches a certain value, they win the game by phasing out coal-based power. By the end the player should know about several sources of clean electricity along their associated benefits and drawbacks.
Children around 7 – 12 years of age who have an interest in clean energy production.
Tycoon, with strategy game elements.
The menus and models are kept clean and simple. The models used are low poly and simple as well.
Learning – Learn about clean energy sources, how they work, their benefits and risks, along with the push toward a net zero emissions future
Gameplay – Produce enough power to safely phase out coal-based power generation, then produce as much power as you can.
The player starts with 1200$, enough to build a few low-level power plants. As the player generates more power, they will have more money to purchase higher tier power plants, expansions to existing power plants, and some upgrades. Eventually the player will unlock all nine power plant types and can focus on unlocking upgrades. Once the player beats the game all coal power plants will disappear, as they have been shut down.
Every ten seconds the player receives money based on the amount of power they generate. They can use this money to build new power plants, expand an existing power plant, enact policies, and buy upgrades. To build a new power plant the player must select a tile and the type of power plant they would like to build. If they have enough money to build and the power plant is compatible with the tile, it can be built to increase the players power generation. Power plants can be expanded by selecting them on the world map and selecting the expand option in the menus, increasing their power output at a cost. Policies can have a wide amount of useful effects but come at a notable cost. Upgrades are expensive but offer permanent benefits for the rest of the playthrough. The player will select which options to use as they build up money and power to reach their goal.
To interact with the game world, the player must select tiles on the map by clicking on them. The selected tile becomes highlighted, and the inspection menu opens. If the tile is occupied by a npc building, then the player cannot interact with that tile.
If a tile is unoccupied, the player can build a power plant if they have the money for it and the tile can support it. Once built the power plant will add to the players minimum and maximum power. If the tiles cannot support the type of power plant or the player does not have enough money, them the power plant cannot be built.
If a power plant is already on the tile, the player can expand the power plant to improve its power production. This will cost money comparable or greater than the base power plant but can dramatically improve a plants power output. If the player does not have the money, then the power plant cannot be expanded.
If the player decides a different type of power plant is suited to a tile, they can demolish the existing one to clear up space. This will remove the power plant from the map and reduce the players power generation based on its power output
Tiles in the world may already be occupied by npc building, representing groups not affiliated with the player. If a npc building occupies a tile, the player cannot interact with it. Coal plants are one type of npc building, representing coal-based power generation, and increasing in number based on difficulty. Once the player wins the game, all coal plants will disappear. Dwellings represent where people live and come in town, city and capital forms. They remain on the map after the player wins.
Some tiles have natural features relating to clean energy sources. These vary from allowing specific power plant types to be built to improving the power production of certain power plant types. These are communicated to the player by visual clues such as rocks signifying a geothermal reservoir or text shown when the player selects the tile.
These are used by the player to reach their power production goal and build new power plants
Money is used to build and expand power plants. The player gains money every ten seconds based on their power production, reputation, and active policies. Some policies affect the amount of money the player earns and/ or the rate it is earned at.
Reputation is a measure of the public outlook towards the player. It starts at a neutral value of fifty and changes over time based on events and policies. Reputation affects the players income by increasing or decreasing the amount earned based on the players value (high values provide a bonus, low values incur a penalty). If reputation affecting policies are enacted, the will affect the players reputation every minute.
Power is provided by the power plants the player builds. It is divided into two values, maximum power and minimum power, representing the upper and lower limits of the players power generation. The amount of power generated is translated into the players income based on maximum and minimum power.
Policies can be enacted by the player to improve one area of their operation at the expense of others. They are accessed and toggled from the policy menu with their effects listed in the menu. The players income and reputation are affected by policies, often improving one at the expense of the other. Some policies may also cost money to be enacted which is not refunded once retracted.
Upgrades provide permanent improvements to the players operation. They cost a lot of money but can dramatically improve income and power production. Upgrades can be found in the policy menu.
While plying the game there is a chance for an event to occur every two minutes. Events can have significant effects based on their type and what they affect. There are three types of events, being general events, power source events, and permanent events. General events and permanent events can occur at any time, while power source events are dependant on the power sources the player builds. Any negative power source events can be prevented by certain policies. Events can effect the players money, income, and reputation.
The player has access to several minigames to play. They provide a boost to the players income based on the players performance in the minigame and can be accessed from the map.
If the player meets specific conditions, they earn an achievement. There are more than twenty achievements earnable in game and can be viewed in the achievement menu once earned. They have no in game effect and only provide extra goals for the player to work towards.
The games map is based on Canada, divided into segments based on the provinces. It is comprised of tiles where power plants can be built with a wide number of types to place power plants on.
The elements composing the map. Has a set type and natural features
How the player views the world. Is moved around the map and zoomed in using the keyboard
Selected upon starting the game, difficulty changes the pace of the game and the expected time to complete it.
A more relaxed difficulty, easy difficulty increases the players income by 20% and reduces the power production gaol to 75,000 kWh. The number of coal plants on the map are also reduced.
The games intended difficulty, the players income is ate normal levels and the power production goal is at 150,000 kWh.
A challenge for the dedicated, hard mode reduces the players income by 15% and increases the power production goal to 300,00 kWh. The number of coal plants on the has also been increased.
The Seed the game is played at. Has one times, two times, and stop options. Changed through the game speed slider.
The screen the player starts the game at. Has buttons to take the player to the game, difficulty selection, how to play, and achievement screens. Volume sliders allow the player to adjust the sounds are also present, along with the option to reset the player’s progress. If the player is playing for the first time, then an intro video will play introducing the game.
If the player has not set their difficulty, they will be taken to the difficulty selection screen before starting the main game. They have a choice between easy, medium, and hard difficulty with a default difficulty of medium. Once the player selects their difficulty, this screen cannot be accessed unless they reset their progress.
A screen where the player can view all the achievements they have earned. Trophies earned spawn on the selves to the left, while the player can view achievements to the right. Once done viewing, the player can return to the main menu by pressing a button.
A screen covering how to play the game. Includes listings for the controls and outlines for the mechanics. The player can leave for the main menu, or the game if the difficulty is selected.
Opens once the player reaches their power production goal. Displays a message to the player thanking them for playing the game and their stats. Provides the option to return to the game or the main menu. The player cannot return to this screen once the win the game unless they reset their progress and reach their power production goal again.
Opens when the player pauses the game. Has options for volume control, leaving for the about screen or main menu, resuming the game, and lists several of the players stats.
Opens when you click on a tile. Provides options for building, expanding, and demolishing buildings based on what is present on the tile. Also provides information on the selected tile and its natural features.
Opens when the player builds or expands a power plant. Shows the buildings stats and information. Also presents the player with the option to cancel the build if they want.
Where the player enacts policies and unlocks upgrades. Displays the effects and other relevant information of the selected policy. Can be accessed by a button on the UI.
A slider that toggles the game speed between stop, one time, and two times speed.
Tracks the players progress toward their power goal, filling up the close you get to your goal.
Tracks how long the player plays the game and their current resources (money, power, reputation).
Notifies the player if the earn an achievement, showing its name and respective trophy.
Notifies the player of an event and its effects, along with a description for the event.
W – Move camera up
A – Move camera left
S – Move camera down
D – Move camera right
R – Zoom Camera out
F – Zoom Camera in
Gameplay Music – fly away mountaineer main version 02-11-7638
Main Menu Music – calm zimpzon main version 07-55-10844
Other Menu Music – snug walz main version 02-40-17211 1
End Screen Music – moonshine prigida main version 01-36-17027
Button Click - Clic01.mp3
Place Building – metal button press2
Power Plant Sound Effects – Provided by James Howse
All images used are stock images, selected to fit with the game’s simple aesthetic.
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