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RPG web application which allows the user to experience a series of nine-to-five corporate work day clichés

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Corporate Employee

A scenario-based RPG web application

Do you have what it takes to get through the work day as a corporate employee?

Navigate your way through a series of corporate cliches for each hour of the 9am-5pm work day. Don't worry, you'll have a nice analog clock helping you keep track of the time as the day progresses within the game.

Tech stack

  • HTML, Javascript
  • Materialize CSS/JS
  • Angular JS

Wireframes

Initial wireframes to show flow of game.

wireframe image

MPV Goals

  • one mode: acting as the corporate employee.
  • scenario for each hour of the work day (9am = scenario 1, 10am = scenario 2, etc.).
  • analog clock on screen that moves according to what number scenario has been reached
  • minimum of two decisions for each scenario.
  • each decision is assigned a number of points
  • your total number of points determines your ability to navigate the work day, which is sorted into one of three bins (or performance reviews, if you will):
    • 1: You are a star employee! You could ask for a raise, but don't hold your breath.
    • 2: You get the job done... I guess.
    • 3: Maybe you should revaluate your place in this corporate office.

Stretch Goals

  • utilizing random number generators:
    • Wifi outage: random scenario is thrown in that results in game over.
    • Ceiling leak: random scenario is thrown in that results in rain drop noise for the rest of the game.
  • upon completion of work day, offer two options:
    • 1: Try again (resets game)
    • 2: Resign (prompts a resignation scenario)

I used to be interested in having two "player modes", one as boss and one as employee, but I realized that I wanted the focus of the game to be exclusively from the perspective of the employee

Avoiding potential roadblocks

There was a strong potential for errors or disorganization if strong pseudocode planning did not occur ahead of time. As a result, I spent large amounts of time with psuedocode. And sticky notes... lots and lots of sticky notes.

I like to have a set of colored stick notes that represent the user's interactions with the game, and then a set of identical colored sticky notes that represent the code necessary for achieving these different user interactions. Here is an example of the code components for an earlier iteration of the game design:

post-it notes coding image

Deployment

  • the game is accessible and ready to play here

  • sample deployment:

Project Preview

Contributors

  • Mackenzie Miller, game design + code

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RPG web application which allows the user to experience a series of nine-to-five corporate work day clichés

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