Once data is created from the lessons the builder can choose a type of way the level will be presented. The content can be such as historically accurate dates relating to major point in human history, taken from either external sources or the app’s library. Level skins can represent science fiction layout, fantasy, or what ever dlc the educator/builder will want.
The level skin having been decided upon the builder can move into the layout of the level. Mostly this point the choices I see here are:
How many doors? (1-4)
Which question/quiz/puzzle/equation/lesson module will reside in this space?
Ordering and Leveling out the questions based on difficulty.
Gaming ideas will be to add puzzles to doors, and setup linked puzzles across the level to encourage discovery.
Once the base level has been established, the builder can run a test to verify what happens is expected.
The level of detail available to the builder can be tiered, considering how much or how little the educator will want to engage the class. Being that the level of automation I want to offer, there is a possibility that the builder could create content in a tiered system, with top tier content is placed at a high level of importance, while there is data which assembled offers only minor data. This lower level data can be placed on minor objects, since it will necessarily be useful in the boss battles.
Items can utilized as trigger items, scattered through out onto randomized, common objects. Considering the availability of skins, the room basics will be very modular and built on common objects. Consider, for example, a light source from different genres, if built on the same predetermined scale, they will be able to accept commands just as any object. The builder will be prompted choose to kinds of content which place onto this input slot.
Another way the builder can create the content is to use a system which allows for the system to assist. The builder will use the tiered system based on the complication of content. The builder will break the content into segments which can be equal or greater in number than the players in the game. So, as example if there are 4 players in the game session, then the educator will build out the content to allow for 4 different tracks to follow. By mixing the puzzles and puzzle hunt, the system can either keep separate or mix the clues into each player’s quest queue. The puzzles will be a chain of clues which will allow the team to move into the next room, or unlock the next step in the whole lesson. With 4 chains, matched to the number of players, offers a way for the players complete their task, and by mixing parts of the chains, the players will be forced to share information and create a dialog with each other.
The challenge will be creating enough detail to allow for levels of clues to be established. There is a means to organize content input in a simple way which will help segregate the data into different objects inside the game .