Monthly Archives: December 2012

New hangman wireframes

This is the splash page (opening screen?) for my game. Simple, explanatory, exciting.

This is the splash page (opening screen?) for my game. Simple, explanatory, exciting.

Just finished mocking up the layout for Phase II of SA2020 Hangman. This time I’m including more complexity that involves a status bar (to show how close you are to reaching success in 2020) and some icons to represent lives. This time, I wanted to reverse the standard hangman punishment mechanism and make the game about rewarding success, since SA2020 is all about celebrating positivity. To do this, I want to create different levels of achievement that correspond to our 11 cause areas, and each time you guess a word in an area you get closer to achieving the goals and reaching the year 2020.

This is the main view of the game. Since it's just animations adding with each achievement, the overall view won't really change.

This is the main view of the game. Since it’s just animations adding with each achievement, the overall view won’t really change.

With each achieved level, some improvement to San Antonio relating to that cause area will be animated. So, if you guess the Transportation word, a new road will appear in the city. If you guess the Education road, school busses will start driving on the road. If you guess the Arts & Culture word, fiesta music will start to play, etc. One of the biggest challenges will be coming up with a feasibly-animatable improvement for each area (Family Well-Being??). That’s the basic premise, and since it’s level oriented I wanted to give people more chances, so there will be a counter for failures that will let them try new words until they get through a cause area (I can’t decide if I even want to make it so people can lose… it might just let them loop through until they get it. In that case I’d probably want to include a ‘quit’ button for those who are terrible at hangman and need to escape…).