Thanks to Evan Bremer, here's the finalized description of our second Small Team project "Economic Hit Men":
Economic Hitmen a multi-player tablet game that my team and I designed. It's a simple board game set up that is appropriate for all ages. here is the description; four different play as bank robbers and they must navigate through a 4 roomed bank and steal all of the money, which is scatted in the rooms at various loot spots. Since this is a purely competitive game, whoever has the most points at the end of the game is declared the winner. The game ends when the last loot has been taken. However, throughout this bank, there are various security panels that lie invisible on the floor and they only activate when someone has stepped on them. There are spaces that will force you to move in a certain direction and there are spaces that will strip you of some of your loot. Some will only take some of your loot, but others will completely bankrupt you. You want to completely avoid all of these spaces, but seeing as how they are invisible, this is also a game of luck.
From a game play standpoint, the game is structured much like an board game. 4 players move their pieces one at a time taken turns starting with whoever plays the red robber. Each player can only move 3 spaces at a time, but they can move in any direction they want, just not diagonally. More specifically, they cannot move directly from one space to a space on the upper right in one move, they must move right first, and then up second. Player cannot also occupy the same space as another player. That's pretty much the set up on how to move. Then come the special spaces. There are spaces that, when stepped on, have blue arrows on them. These are the spaces that force you to move 3 more spaces in the direction of the arrow. Then there are the spaces that take loot away. Space that have the picture of an open hand dropping money only take away some loot. Not all depending on how much you have. However, there are spaces that have a dollar sign with a red NO symbol. It's these spaces that will completely bankrupt you. One thing that needs to be known is that the moment you land on a space, your turn is over, so if you land on a space that takes loot, you must end your turn on that space. If you land on an arrow, your turn ends when you've landed on the third space the arrow made you go to.
My part in this was code everything and implement what was needed and what was taken out completely. During the process, there were several points that required lots of communication. It worked great between myself and Evan; there were a few good moments with Tim as well. I also had some help outside of class and learned alot from their projects as reference ideas. As a developer, on the programming side, I feel I'm still "new" to a certain standard. Other than that, I managed to create something with help from my team mates, Evan Bremer and Tim Heverin. I give them equal amounts of credits to make this one fully functional and complete as an educational learning experience.
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