Team Procrasti-Nation Ltd. has been working on “Procrasti-Nation” ® for a long time. Because of this, it may come as a shock that Procrasti-Nation was not always our plan. Before we decided to make Procrasti-Nation, we considered making wildly different games! Among those prospective games, there was “Slangman”, a video game based on the classic paper-and-pencil guessing game, Hangman. The other video game we considered but ultimately abandoned was “Engineer.io”, a “bullet hell” inspired game where the player controls a small icon and must dodge projectiles.
Team Procrasti-Nation outlined a list of criteria to evaluate which game was best to pursue development. These criteria are as follows:
- Fun/Funny
- Replay value
- Challenging to master, but approachable
- Good controls
- Reward system
- Score keeping
- Visually appealing (less important initially)
Slangman fulfilled the following criteria:
- Fun/Funny
- Challenging to master but approachable
- Score keeping
- Visually Appealing
Engineer.io fulfilled the following criteria:
- Fun
- Replay value
- Challenging to master but approachable
- Score keeping
- Visually appealing
Procrasti-Nation fulfilled the following criteria:
- Fun
- Replay value
- Approachable but not challenging
- Good controls
- Reward system
- Score keeping
- Visually appealing
Procrasti-Nation is a game for teenagers. Although everyone can appreciate the thrill of chance, we at Team Procrast-Nation Ltd. know that teenagers of all people, are competitive. Thus, the leaderboard function of Procrasti-Nation appeals to teenagers most of all. Not to mention, gambling in a casino is illegal for most teens. Also, teenagers love to waste time and have fun, and nothing is more of a fun time-waster than a virtual slot machine!
Procrasti-Nation was chosen for development because it fulfilled the most of our design criteria and it was scalable. That means that in the case of time constraints, the team could present a finished, working product on time. The choice to develop Procrasti-Nation was also motivated by the fact that the gameplay loop is literally addicting and the simple controls lend themselves well to the Proteus console.
Out of the possible game elements, we at Team Procrasti-Nation decided to develop the follow game elements:
- Column I elements
- The required elements
- Basic Graphics
- Keep Basic Statistics
- Respond to Touch
- Main Menu
- Ability to Replay Game
- Single-Player Mode
- Movement I
- Movement I
- The required elements
- Column II Elements
- Resource Tracking & Heads up Display
- Moving Objects II
- Difficulty Levels
- Column III Elements
- Advanced Graphics II
- Persistent Statistics II
- Random Generation II