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Game for: San Diego Oasis #1

@NoraTheTurtle

Description

@NoraTheTurtle

San Diego Oasis:

Non Profit. We work to prevent isolation and loneliness in older adults so they can stay healthy, engaged and involved in the world.

Contact Info:

https://san-diego.oasisnet.org/
619) 861-1305
Jodi@sandiegooasis.org
17170 Bernardo Center DriveSan Diego, CA 92128
Non-Profit OrganizationSenior Services 


Summary

Create a mission-driven game for San Diego Oasis (nonprofit) where the player goes house-to-house helping homebound senior citizens complete tasks. Completing tasks increases the senior's engagement, eventually motivating them to leave their house and rejoin the community. Seniors reward the player with items, abilities, and/or community upgrades, and the neighborhood becomes more full over time.

Goals

  1. Navigate to a house
  2. Interact with a senior
  3. Receive and complete a task
  4. Update senior state + community metrics
  5. Grant a reward

Player

  • position / currentLocation
  • inventory
  • stats (optional: empathy/energy/time)
  • methods: moveTo(houseId), acceptTask(taskId), completeTask(taskId)

SeniorCitizen

  • id, name
  • isolationLevel (0-100) OR engagementLevel (0-100)
  • trust (0-100)
  • state: "isolated" | "assisted" | "connected" | "community_member"
  • availableTasks (list of Task IDs)
  • rewards (list of Reward IDs)
  • methods: offerTask(), applyTaskOutcome(), updateState()

House

  • id, address/label
  • residentSeniorId
  • status: locked/unlocked/visited
  • methods: interact(playerId)

Task

  • id, title, description
  • type: "delivery" | "conversation" "tech_help" "errand" "cooking"
  • difficulty
  • steps (optional)
  • requirements (optional)
  • outcomes: seniorDelta, communityDelta, rewardIds
  • methods: start(), validateCompletion(), complete()

Reward

  • id, name, type: "item" "ability" "community_upgrade"

UIManager

  • screens: map, house interaction, task UI, inventory, community status
  • events: TaskOffered, TaskCompleted, RewardGranted, SeniorStatusChanged

Senior State Progression Logic

Define explicit thresholds that transition a senior through states:

  • isolated --> assisted: first successful task completion
  • assisted --> connected: trust increased
  • connected --> communityMember: left home/joined community (reward granted)

Criteria

  • Player can select a house and interact with a senior.
  • Senior offers a task, player completes it, and:
    • senior metrics update
    • senior state can change (at least isolated -> assisted)
    • community score updates
    • player receives a reward in inventory
  • Unlocking works for at least one new house or task after a threshold.
  • Save/Load restores the above state correctly.

Improvment from N@TM comments

Image

Based on peer feedback, the next iteration of this project will focus on strengthening purpose, polish, and gameplay depth.

Improvements

  • Clarify the core objective of the game so player actions feel meaningful rather than random.
  • Improve overall game smoothness, including movement, interaction flow, and task transitions.
  • Shift design philosophy from "just a game" toward a mission-driven experience aligned with the San Diego Oasis nonprofit goal of reducing senior isolation.

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