My goal this semester is to learn how to make a game that can show the history of Taiwan's struggles in a respectful way while still being interesting and entertaining.
Our first game is a point and click puzzle room game based off "riddle school" and other similar games.
We learned about the injustices faced by taiwanese people under the KMT's rule, especially during the white terror, we even went to the museum and did research on how to make it more accurate.
Our game is heavily inspired by "Ace Attorney" and will be a visual novel adventure game. It's based off the real case of "Cement Asia" and Aboriginal people in Taiwan, whose land was taken from them. The goal of the game is to help defend the Aboriginal people and take back your land in court.
I learned about how the aboriginal groups' land were taken while they were unable to fight back. And how even in the modern day where they are free to speak whatever they wish, its still difficult to regain their land. I learned how I could implement this idea into an interactive court case and show the audience how hard it is to really fight back oppression and we should try nonetheless.
I was the one who pitched the idea of using gameplay related to "Ace Attorney", since I was playing that game recently and this could make for a very interesting game that is rarely seen in media now.
Our third game outline is on the topic of migrant workers and their struggles working as caretakers in Taiwan. We have multiple source and checked the legitimacy of each one. The game is a simulator and the movement will be based off "Overcooked" and will be centered around time pressure, over the game, the tasks will be more challenging and there will be more factors that stop you from completing tasks.
I learned a lot about the struggles that migrant workers (especially caretakers) face in Taiwan, I never knew there were so many migrant workers even though we have one of them and I didn't know some of them went through so much pain but still have to work for money, its disgusting.
I was the one who came up with the game concept and gameplay design/elements, I think I did a pretty good job on designing the gameplay and rewards/difficulty progression. I also came up with the pixel art style that we should use.
Our final game was split into 2. I decided to mainly work on the second — which is a modified version of the third game.
We changed the style of the game, instead of it being like a top-down 2d game (like the old pokemon games) to a side-scroller 2d game (like celeste or super mario games) to help make sprites easier and the gameplay easier to understand. We also made a lot of specificities to the difficulty progression, adding more tasks and what the tasks' gameplays are, or what debuff we can give to the player. We also changed what rooms we will have, splitting some combinations (like the kitchen being merged with the living room) to have them separated also for easier to make sprites and to accomodate the new game style game.
I've been a bit of a leader for this project and I actually really enjoy creating it! I get to assign and tell my teammates what sprites they need to make or what to change in them, and I specifically do the coding. Its fun showing them progress that I make.
After we designed our final outline for our game, we printed out some of the main aspects of our game and interviewed some people for their opinion and thoughts on our game, and put their feedback onto this affinity diagram.
My interviewee thought that the showing of inequality was very clear but wanted clarity on the gameplay mechanics like timers and how to do certain actions. Overall, they understood that we were trying to advocate for migrant rights but were a bit stuck on specifics and gameplay ui.
After this interview, I realized that I really should've included some more details because even though they seem minor to somebody who knows every part of the game im making, to my interviewee, they don't know about these elements that were important, while we were able to show our dirving question and theme in the concept test, we need to focus on the actual game.
Our final game turned out really well, when I started the process, I worked with my teacher to figure out a 2d game controller (the movement of the character), then I slowly figured out how to make it switch between scenes when the player hits the wall. It was rather difficult because I was working with a new coding language I never had experience before but my first milestone was coding in a script that would let the player cook for 5 seconds once they pressed e near the stove. From there, I asked for help on more complicated gameplay mechanics like a skill check system, near the end I had a playable and complete game with sweeping and cooking as tasks, but at the last day of class before exhibition I cleaned up all the UI and troubleshooted with Josephine's copy of the game.
If I could redo this project again, I would start making the game early and do more on my own time since I was struggling with a lot of work(outside of school) during the process. I would also try to lower my ambitions so I don't stress out too much while coding since I had been already dreading the project when our team branched into 2 games.
I will most likely incorporate the knowledge and interest in coding I got from this project in future PBL assignments. The reason I likely will not integrate the themes and topic of this project into more PBL classes is because theres limited research and statistics on the topic and many PBL courses focus heavily on using art or creativity in today's world to solve teacher-chosen issues that likely will not include specific focuses like migrant workers or indigenous tribes.