Games in development

This resource is currently unmaintained. Please feel welcome to adopt it and then change this tag.

Part of Board Game Design

Introduction

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The essential training of a game designer comes in the form of actually making, testing, and playing their own games. This is the place to post your own games, request critiques, and playtest. Please place your game pages in the /subdirectories/ of this folder!

Games in Development

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  • Landsknecht - a tactical simulation being built for Strategic Studies
  • cisLunarFreighter A game development project being data mined for Wikiversity learning trail A Hands-On Introduction to Game Design and Production Processes. We are now considering setting up a class in game production methods using only open source methods and materials with both open source and proprietary tools. Obviously a large challenge is defining process flows efficiently. If there is any interest be sure to drop by and let us know. Thanks! Mirwin 04:25, 6 November 2006 (UTC)
  • Incremental space colonization A moon colonization game, that is not just a game. The first of successively more and more serious simulations. Start with a game, because its easier. Launchers are too expensive, the strategy is to first build incrementally a remotely controlled industrial outpost. Meaning, a few remotely controlled robots and machine tools will be send, they will build a little mining and manufacturing industry, to build everything else. When the outpost breaks even, it starts building facilities for future human colonists, they come at the very end in a one way ticket, never to return to earth. The whole point, is to minimize launching stuff from earth.--Super Quantum immortal 11:32, 2 February 2012 (UTC)

Game Variants in Development

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Help with Mechanics and Rules Needed

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  • ...

Collaborations with Other Schools

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  • Games of Game Theory: A catalog of games used in game theory and analyses of their use and strategies.
  • The Universal Tactical Simulation: This project aims to develop a workable set of basic rules, that can be applied to any era of history or configuration of forces, for simulation of combat at a tactical (battlefield) level. The rules will, hopefully, be playable by students and have some degree of pedagogical utility. The project takes the human as the basic unit of analysis and attempts, as best as possible, to measure and predict a human's response to the difficulties experienced in combat. This may be accomplished by the use and analysis of smaller games specifically designed to fight single battles in history.
  • Universal Operational Simulation: Drawing from the experience of the Tactical Simulation, this project aims to make a hex-based operational simulation for the purposes of instruction. Like the Tactical Simulation, it will be useful to develop individual games with specific wars and/or eras as their subject, and then extrapolate common themes into a universal "base" of rules from which any other era or war may be extracted.
  • Strategic Simulations: This project attempts to create a set of workable rules for strategic level simulations. These games should be useful to higher-level students as a pedagogical tool and should be playable by large numbers of players. Each simulation is built to illustrate a certain angle of the study of strategy. When enough data and content is gathered, we may attempt to combine the individual simulations into a grand unified simulation of strategic level decision making.

The goal is to give the participants of this course a practical view on testing. We wish to encourage a critical mindset. Here you can find some collaborations.