I would shift the game's prompt, rather then what was written you can do the following: To make the game more educational, we can focus on integrating learning objectives related to socio-economic factors, critical thinking, problem-solving, and resource management. The game is designed to simulate the challenges faced by individuals in impoverished, overcrowded environments. The educational purpose is to help students understand social and economic disparities, the importance of resource management, and the impact of external factors (like lack of education, employment, and healthcare) on survival and well-being.
Resource Collection (Food, Water, Tools):
- Players gather resources like food and water to survive in the overcrowded area. coBlocks
When player is near (food resource)
Collect food
Add food to inventory
Show "Food collected!"Job or Skill Building:
- Players can find opportunities to improve their skills, like taking classes or finding jobs. coBlocks
When player is near (education NPC)
Show "You can gain skills here!"
Add "skill" to inventoryHealth System (Managing Hunger and Thirst):
- Players need to manage their hunger and thirst. If they don't find food or water, their health decreases. coBlocks
When player has no food
Show "You are hungry!"
Decrease health by 10
When player has no water
Show "You are thirsty!"
Decrease health by 10Unlocking Opportunities (Escape Path):
- To progress, players need to make decisions to unlock better opportunities, such as finding a job or improving their skills. coBlocks
When player has "skill" and enough resources
Unlock new area (new job opportunity)
Show "You've unlocked a better opportunity!"Interaction with NPCs (Social Capital):
- NPCs can offer advice or trade resources. Social connections help unlock new opportunities. coBlocks
When player is near (NPC for help)
Show "I can offer help, you need to gather resources first."
If player has enough food and water
Offer trade or new job information