Saturday, October 27, 2012

Week 13 - Presentation & Wrap Up

Presentation


Presentation Play Through

Meeting Prior to Presentation
Board prototype completed.
My presentation components completed.
Presentation formatted.
Presentation play through planned and practised.

Presentation Delivered

Post Presentation Project Wrap Up
My concept document components completed.
Concept document formatted and submitted.
Everyone happy with result and teamwork.
Project completed.

Friday, October 26, 2012

Week 13 - Howl's Moving Castle V3

 
Howl's Moving Castle Board V7
Howl's Moving Castle Board V6
Game Mechanics V3
Game Flowchart V2
Design Development Meeting9
Photoshop final board image for signoff.
Board requires enlarging and fixing to a more substantial base board.
Board should include place markers for cards.
Review/update design concept document and add digital media level.

Summary
Build final board.
Complete game mecahnic and flowchart part of presentation.
Complete/review concept document due Friday 5pm in particular individual digital levels.
Update group blog after presentation.

Week 12 - Howl's Moving Castle V2.2

Game Flowchart V0
Design Development Meeting8
Posted up draft game flowchart.
Perhaps some shortening of portal worlds to speed up game play.
Play testing with non-group members Michael and Nathan.
Agreed length of game to be shortened by reducing board positions in portal worlds.
Game rules changed so that casting of spells can be performed from anywhere on board.

Summary
All to complete individual presentation components and practice presentation and timing.
Refine game mechanics and game flowchart based on play testing.
Update group blog.

Week 11 - Howl's Moving Castle V2.1

Game Mechanics V1

Design Development Meeting6&7
Play testing on both occasions.
Agreed board design is essentially complete.

Summary
Refine game mechanics based on plat testing.
Draft game flow chart.
Update group blog.

Friday, October 5, 2012

Week 10 - Howl's Moving Castle V2

Howl's Moving Castle Board V4
Game Mechanics V0



Design Development Meeting4&5
Various board designs were reviewed and play tested.
Spell and challenge card were reviewed.
Normal playing cards where substituted for spell and challenge cards in play testing.
Event cards were developed during play testing.
Goal of game agreed to be reaching central point of inner sanctum.
Power level system play tested.
Game mechanics were adjusted based on play testing.

Summary
Peter to further refine game mechanics.
Update group blog.

Monday, October 1, 2012

Break - Howl's Moving Castle V1



Howl's Moving Castle Board V1.1
Talisman Board Game


Design Development Meeting3
Howl's Moving Castle video reviewed again.
David brought in one of his favourite board games called Talisman.
This was instrumental in synchronising the teams conceptual model of the game design.
Play testing was performed and game rules were documented.
Overall board design was agreed.

Summary
Peter to draft player game turn mechanics.
Update group blog.

Week 9 - Howl's Moving Castle V1

 




Wasteland Map V0
 
Design Development Meeting2
Howl's Moving Castle video watched.
Wiki research posted up.
Developed map for Wastelands
From the developed maps it became apparent that I had a different concept as to the game design however David and Ravi seemed to have a similar concept.
It was decided to play test using the castle map design proposed by David and using generic sub maps in order to further clarify the current game prototype.

Summary
Further refinement of the sub maps was proposed for the next design meeting and it was deemed necessary to plan this in the lecture recess.
Update group blog.

Week 8 - Howl's Moving Castle V0.1

Design Team
  • David MacPherson
  • Ravi Singh
  • Peter Anderson
Project Constraints and Development Process
Given the short time frame to produce a game design and low fidelity prototype an iterative development process with a time box of 1 week was decided.

At each iterative meeting the following format has been adopted:
  • Discuss previous weeks issues, resolution and integration of changes into current prototype.
  • Team play testing then performed based on the current prototype game.
  • New issues documented and allocated to team member.
  • Work breakdown structure updated.
Design Development Meeting1
It was accepted that the version 0 prototype was the initial design proposal created by Ravi.
Ravi created a breakdown of the game from his current perspective.
Howl's Moving Castle Board V0

Summary
Undertake a brainstorming activity on Wasteland board sub map.
Update group blog.

Week 7 - Howl's Moving Castle V0


Concept and Storyline
The concept for this board game was taken from Studio Ghiblis production of Howl's Moving Castle which is based on the novel of the same name by Diana Wynne Jones. The game takes place is the fantasy war torn land of Ingary and its different locales. The wizards and witches are honour bound to support the leaders of their respective countries and use magic to gain advantage over their enemies. Howl is a powerful wizard who has been possessed by a demon. The key to stopping the war is entwined with the saving of Howl before he is permanently transformed into a monster.

Genre and Target Audience
The genre the game takes on is more than one it can be classed as a role playing action adventure board game with a hint of territorial acquisition. The audience which is being targeted for this game is those of age above 13.

Goals and Objects
Race to find Howl's heart which has been lost and return Howl back to health by returning his heart or alternatively you can set out to destroy Howl by destroying his heart. Objects in this game will include such things as doorways which act as entrances and exits for players who are going through portals, chests which are scattered around the map one of which holds Howl's heart. There are also a number of special board positions from which the players can access and retrieve the spell and challenge cards. Dice and specialty cards such as spells which damage the opponent or challenge cards which hinders the opponent or can make you prone to attacks.

Characters and Environment
You can choose to either play as the heroine Sophie or the villain Madam Suliman. The board game will resemble places which the characters have visited during the course of the movie including The Waste, the coastal town of Port Haven, Folding Valley and the capital Kingsbury.

Game Play
  1. Players must roll die to see how many spaces can be moved, players must move the total amount of spaces which have been rolled (players roll 5 they must move 5 spaces), players are not able to back track until they have rolled again and must move around obstacles which have a permanent place on the boards different maps.
  2. Players are free to access the entire map at any time as long as they have the right cards in play or portals have been opened.
  3. Players are limited to how many steps they can take at a time.
  4. A player can have two challenge cards down at the same time; but with spell cards the player needs two cards to make up one spell.
  5. Each player has a different types of spells for the Protagonist the spells represent love and kindness and as for the antagonist the spells will represent darkness and hatred.
  6. Each variety of cards will have a different time limit on it (number of moves before the card wares off or a time limit for how long it can be in play).
  7. Players also have a health system which can only be affected by spells and for both players the less health the slower you become in your movements, becoming slower is also to simulate you growing older and if players lose all of their health they reset there characters (give up all cards in play, in hand return to start of board).
  8. Though players can resupply on health by picking up cards which regain their health.
  9. There are set mechanics which this game uses to maximize to players experience.
  10. Players are only aloud to hold 5 cards at a time not including those which are in play.
  11. Players are able to move in-between “levels” if that “portal” or “doorway” has been opened otherwise players cannot access that part of the board.
  12. To cast a spell or a challenge cards they must be active on the board, to finish the game the players must return the heart to designated place.
Core Mechanic
On each turn each player rolls a dice to determine where they move on board. Depending on board position they may pickup additional cards which can enable extra actions or improve their attributes such as spells, health, strength and experience. The player can also choose to attack other players using their spell cards.

Challenge
Most of the challenge is derived from player health, experience and strength attributes developed and then used during dueling. Game unpredictability is created through the rolling of the dice. Not knowing where Howl's heart card is located also creates a certain element of unpredictability.

Overall Impression
Still more development of design required in order to be able to rate more accurately however early prototype game concept was interesting to review.

My Rating
8 out of 10 stars.

Week 7 - MAD Game Design Proposal


Concept and Storyline
By 2020 the world has aligned itself with the 4 major super powers – EU, China, USSR and USA. Global warming is worse than the predictions of the early 21st century and food and resource shortages are common. Individual countries and militias constantly cross borders in order to take what they need to survive and the conflict is always brutal and swift. By 2035 nuclear proliferation had reached epidemic proportions and in 2037 a nuclear conflict takes place between Israel and IRAN with both countries being reduced to radioactive wastelands. In order to ensure that no further nuclear conflict occurs between any two groups the super powers commission a Doomsday weapon to be built. The theory of MAD(Mutually Assured Destruction) embodied in the mother of all deterrents. In 2040 this weapon was made fully operational, autonomous and more importantly made public knowledge. The year is 2075 and there have been no nuclear conflicts for 35 years but now there is a new threat. The launch codes for older ICBM missiles have been stolen. That all pervasive internet means that anyone with the codes can initiate a nuclear strike from anywhere in the world. There are also rumours that some countries are developing subterranean cities, sub oceanic bases and space station based colonies.

Genre and Target Audience
Role playing acquisition and race to the finish board game for age 15 years and above.

Characters and Environment
You can choose to be a despotic ruler of a country focused of changing the world order by taking down the super powers with their own doomsday weapon or act as an agent of the super powers trying to gain their favour by returning the stolen ICBM launch codes. Your playing space is the planet Earth delineated by countries and super powers as depicted in Figure 1.
Figure 1
Figure 1
Goals and Objects
Develop and resource your subterranean city, sub-ocean base or space colony and then start nuclear Armageddon with one of the stolen launch codes. Alternatively gather 3 ICBM launch codes for the super powers.
Arms Race – Aircraft, Tanks, Troops, Ships, Launch & Destruct Codes;
Subterranean Race – Subterranean City, Terra Firma Diggers;
Sub-ocean Race – Sub-ocean base, Aqua Domes;
Space Race – Space Colony, Boson Anti Gravity Engine;
Peace Race – Diplomatic Immunity, Form Alliance, Intelligence Asset;
Resources – Hydroponics, Energy, Atmosphere Purifier.


Figure 2
Figure 2
Game Play
  1. 2 to 6 people can play at a time and whoever rolls the highest number starts the game and turns are always clockwise order. Each player selects a token and starts on flag of choice.
  2. The pack of cards is shuffled and placed face down in the “NEW” stack at the centre of the board at the start of the game. {Refer to Figure 1}
  3. In order to get into the arms race you must roll a six which allows you to place your token on the corresponding “START” color position in your flag’s quadrant. You also receive 5 cards dealt face down from the top of the pack which you hold like a 5 card poker hand.
  4. Once you enter the arms race when you roll the dice you move the corresponding number of positions in whichever direction you choose and then you pick up a card from the pack.
  5. You can swap the picked up card for one of your existing cards, discard the picked up card or attack someone using any card in your hand.
  6. If you land on a yellow position you can start an incident with any other player in the arms race except players on green board positions. If you land on a red position you can start an incident with any other player in the arms race except players on green or red board positions. If you land on a blue position you can start an incident with any other player in the arms race except players on green or blue red board positions. If you land on a green position you cannot start an “attack” incident with any other player.
  7. If you are attacked you must either defend yourself with an equal or superior weapon card or use a “DIPLOMATIC IMMUNITY”, “INTELLIGENCE ASSET” or “FORM ALLIANCE” card. Otherwise your attacker can take a card from your hand and you must pick up another card. The used cards are put in the discard pile and each player picks up another card so that they once again have 5 cards in their hand. If you used an “INTELLIGENCE ASSET” card you pick two cards and if you use a “FORM ALLIANCE” card you pick up three cards.
  8. If you present the “ICMB LAUNCH CODES” card you are declaring war on everyone and the only way this can be stopped is if one of the other players has an “ICBM DESTRUCT CODE” card. Declare your victory by laying down your hand for all to see. You must have a both cards from your “Race” strategy and at least one resource card. Alternatively you must have 2 or more “ICBM LAUNCH CODES” cards.
Core Mechanic
Each player when it is their turn rolls the dice. They determine the direction to move in and hence the best board position to suit their strategy. They pick up a card and can potentially start an incident with another player that can either be aggressive or friendly in order to promote their strategic position.

Challenge
The dice and the cards make the game unpredictable. Once you declare war you become a target for all other players if your ICBM is destroyed.

Overall Impression
Early prototype game concept was interesting to develop and initial play testing was fun.

My Rating
8 out of 10 stars.

Sunday, September 30, 2012

Week 6 - Mise en scene


Design Challenge
The workshop activity design challenge involved creating a defining list of objects and items for an appropriate mise-en-scene (staging, scenery, props) of the historical figure Adolf Hitler.

List Created
  1. Austrian Alps
  2. David's Star
  3. Black Forest
  4. Beer Mug
  5. Albert Eienstein
  6. Monocle
  7. Colours Red, Black and Yellow
  8. Burning Books
  9. Pocket Watch
  10. Mercedes Benz, BMW and Porche
  11. Great Sword
  12. Eagle
  13. Salute
  14. Moustache
  15. Swastika
Team Testing
We then tested these objects in order on other teams.
Teams guessed Adolf Hitler at object 6, 8, 12, 14 and 15.
The average being 11 was considered to be a good result.

Saturday, September 15, 2012

Week 5 - Jack and the Beanstalk


Concept and Storyline
A race to the end acquisition based game based on the English folk tale of "Jack and the Beanstalk".   Jack and his family are poor and Jack's mother tells Jack they must sell their cow because it stops giving milk. Jack gets fooled into trading his cow for some magic beans. Jack's mother is furious when she find out and throws out the beans which magically sprout into a giant beanstalk to the heavens overnight.  Jack just wants to be able to have food for himself and his mother so he climbs the beanstalk and discovers a magical castle in the clouds full of riches guarded by a evil giant. Jack befriends the giant's wife and learns that the giant killed his father and stole the family's valuables. In three separate escapades Jack steals a bag of gold, the hen that lays golden eggs and finally a magic harp. In his last escapade the giant purses Jack down the beanstalk. Jack cuts down the beanstalk with an axe and the giant falls to the ground and is killed. Jack and his mother live happily ever after with their recovered valuables.

Story Grammar
Analysis of the folk tale reveals Jack as the hero and the giant as the villain. Jack just wants to provide for himself and his mother. He gets some magical beans which eventually leads him the evil giant. He learns of the giant's misdeeds and then starts to recover his family possessions. Eventually he kills the giant and lives happily ever after with his mother.

It was decided that the game would be based on a 2D falling platform genre game with the action taking place on the beanstalk as Jack climbs upwards to the castle with all the riches.  The giant also throws down articles such as cows and furniture which cause damage to the player's health.

Rules
  1. 1 or 2 players.
  2. Platforms keep falling down into a spikey brier patch.
  3. The player can either ascend through climbing or jumping to different platforms.
  4. The player can collect objects and destroy hazards with the their axe.
  5. The more objects collected and hazards destroyed the more points scored.
  6. Game ends when you get to the castle and defeat the giant in a boss battle.
  7. Golden harp temporarily puts the giant to sleep.
  8. Golden egg increases player's score by a large amount.
  9. Bag of gold increases player's score by a small amount.
  10. Plate of food restores player's health.
  11. Red beans give you a temporary axe chopping power up.
  12. Green beans given you a temporary jump power up.
  13. Blue beans give you a full health power up.
  14. Purple beans causes player to temporarily become ill and slows movement speed.
  15. Beanstalk spikes causes small amount of damage to player.
  16. Falling objects causes large amount of damage to player .
  17. Rain cloud causes platforms to become slippery.
  18. Storm cloud with random lightning bolts that may damage player or enemies.
  19. Hail cloud causes small amount of damage to player and slows movement speed.
  20. Fog obscures portion of screen.
Goal
Ascend the beanstalk to the castle, kill the giant and collect as many points as possible.

Core Game Mechanic
The core game mechanic is climbing the beanstalk while dodging hazards or destroying with axe.

Challenge
Unpredictable hazards spawning and spikes on the beanstalk. Magic beans with a 75% chance of being beneficial. Periodic cow and furniture obstacle thrown from above by the the giant. Weather conditions also affect movement on platforms and hide hazards.

Overall Impression
Early prototype game concept was fun to discuss and would seem like fun to play.

My Rating
8 out of 10 stars.

Wednesday, September 12, 2012

Week 4 - Space Station Escape

Final Prototype - Week 5

Early Prototype - Week 4
Concept and Storyline
An escape game based on science fiction theme. You awake from stasis in a space station and discover that it is severely damaged and in a collapsing orbit. You must get to the damaged escape pods before the space station crashes into the planet.  Unfortunately its not that simple because the escape pod is also damaged so you must first collect the necessary components to escape.

Rules
  1. Requires 2 or more players.
  2. Start in stasis room at centre of space station.
  3. Initial roll to determine which player starts first and then take turns in a clockwise manner.
  4. Collect components represented by cards by landing on particular board positions on each space station level.
  5. If you land on a board position already occupied then players roll the dice to determine who gets all the components.
  6. Game ends when one player gets to the escape pod with all the necessary components.
Goal
Player must get to the escape pod with all the necessary components to repair it and then escape.

Core Game Mechanic
Roll dice and move to various space ship levels in order to pickup necessary components. Attack players who have the components you need.

Challenge
Based on dice roll use strategy to move to unoccupied board positions or challenge players for components by landing on their board position.

Overall Impression
Early prototype game is simple and fun. Game is unpredictable due to dice roll. Given more development this could be a very interesting game. For example create more strategy by introducing cards which enable "power ups" and teleport jumps.  Co-operative team play would also add a different game play experience.

My Rating
6 out of 10 stars.

Sunday, August 26, 2012

Week 3 - Testing Zombie Game


Concept and Storyline
A territorial acquisition game based on Zombies versus Humans.

Rules (Copied from Joseph Chan's blog)
  1. Requires 4 players in a 2 vs 2 team game.
  2. Each time starts at opposite ends of the board.
  3. Initial roll to determine which team/player starts first and then alternating turns by team.
  4. If players land on a blue space they can pick up a card. These cards provide a roll bonus to be used when rolling against the other team.
  5. If a player stops on a territory they capture it for their team.(if players roll higher than the moves required to land on territory player may choose to continue without capturing).
  6. Each territory controlled provides an accumulative move roll bonus for that team.
  7. Attacking a territory - If the opposing team currently owns that territory then the attacking player must roll against a player from the defending team to see who claims the territory, with the highest roll winning(Bonus roll cards may be used here. Defending team gets a bonus to their roll as given by the territory. If attacking player loses that player must go back to the closest territory controlled by their team.
  8. Attacking a player - If two players clash paths those two players must roll against each other to see who claims the defending position. Highest roll wins(Bonus roll cards may be used). Losing player must move back to closest territory that their team controls.
  9. Game ends when one team controls all spaces.
Goal
Team must gain control of all territories.

Core Game Mechanic
Roll dice and move to unoccupied territory or territory occupied by your enemies.
 
Challenge
Based on dice roll use strategy to move to unoccupied territory or challenge enemies for occupied territory or collect bonus cards to help when battling for territory.
 
Overall Impression
Game seemed complex at first due to number of rules but once a couple of rounds were played became easier to understand. Due to time constraints did not really have time to evaluate but found game moderately interesting although human/zombie team format seemed to limit player dynamics.
 
My Rating
4 out of 10 stars.

Sunday, August 19, 2012

Week 3 - Gold Digger


Concept and Storyline
This is a territorial acquisition game with a marriage breakup and obtain all the possessions theme. You must attempt to collect as many possessions as possible. Take other players to court for their possessions but avoid going bankrupt.

Rules
  1. One dice is used.
  2. The player who rolls the highest number starts the game.
  3. Players start from any part on the board.
  4. Turns are always taken in a clockwise direction.
  5. When a player throws the dice they move the corresponding number of board positions in which ever direction they want except they cannot move over the same square twice.
  6. Tokens represent possessions. Purple tokens are worth 30, yellow tokens are worth 20, orange tokens are worth 15, dark green tokens are worth 10 and light green tokens are worth 5.
  7. When a player lands on a board position they collect the possession if it is there.
  8. If the player decides to move to a board position that is occupied by another player then they must contest a case in court with the other player(s). The outcome of the court case is decided by the roll of the dice.
  9. The player that rolls the higher number wins the court case and takes possessions from the losing player to the value of the dice roll times 10. If the losing player is bankrupted they lose two turns. The losing player however can appeal the court decision and go to court again if they are not bankrupt.
  10. The game ends when the last token is taken from the board.
  11. The player with the highest possession value wins the game.
Goal
Collect the highest possession value before the game ends.

Core Game Mechanic
Roll dice and move around the board the corresponding number of squares in order to land on a board position that contain valuable and unclaimed possessions. Alternatively land on board positions occupied by other players and challenge them for their possessions.

Challenge
Use strategy to move around the board and collect valuable possessions. Alternatively chase other players in order to take them to court for their possessions.

Overall Impression
Well thought out theme. Game not very complex and easy to play. Perhaps some mystery board positions which enable the use of bonus cards or some obstacles on the board in order to reduce the player's mobility would have added another dimension to the game strategy possible.

My Rating
6 out of 10 stars.

Friday, August 17, 2012

Week 2 - Testing Game of Pleasure


Concept and Storyline
Game based on race to a strip club with players taking various paths and moving board positions based on the rolling of two dice. Certain board positions enable the use of cards which good have good and bad consequences.

Rules
  1. Two or more people can play at a time.
  2. Two dice used.
  3. Roll dice and move forward corresponding number of board positions.
  4. If double rolled pickup a mystery card.
  5. If land on a "B" orange position pickup up a bad card.
  6. If land on a "G" orange position pickup up a good card.
  7. If land on spot with another player then duel with throw of dice and player with lowest roll moves back to closest orange spot.
Goal
Get to the strip club first.

Core Game Mechanic
Roll two dice and move forward towards the strip club. Avoid bad board positions and land on good positions.

Challenge
Use strategy to take different paths to strip club. Paths varied in length but also potential rewards and penalties. Hold onto good cards until needed.

Overall Impression
Well thought out theme. Game seemed complex at first but quickly became easy to play. Reminded me of the card game called "Grass". More paths to destination would have made more interesting perhaps.

My Rating
5 out of 10 stars.

Week 2 - Capture the Flag


Concept and Storyline
A race to the end game with a capture the flag twist. Players start from their own base and race to the other player's bases in order to capture their flags. They must be the first to return to their base with another player's flag and with their own flag at their base in order to win the game.

Rules
  1. Two to four people can play at a time.
  2. One dice is used.
  3. The player who rolls the highest number starts the game.
  4. Players start on their own base.
  5. Turns are always taken in a clockwise direction.
  6. When a player throws the dice they move the corresponding number of board positions in which ever direction want.
  7. If you land on another player's base you get their flag if it is there.
  8. If you decide to move to a board position that is occupied by another player you must enter a duel. The outcome of a duel is determined by the roll of the dice.
  9. If you win a duel you get all the flags.
  10. If you lose a duel you go back to your base(unless you are already there) and if anyone is on your base you take any flag they have and then they are sent back to their base etc.
Core Game Mechanic
Roll dice and get someones flag and get back home. If someone has your flag chase them around or get their flag before they get home.

Overall Impression and Observations
Game is fun but can be very quick if dice rolls are favourable. Four player can create some nice chain reactions in terms of players being sent back to their bases. Being able to move in any direction around the board allows for a little user strategy. Chasing other player's or taking their flag thereby forcing them to also chase you also adds another dimension. The number of board positions was specifically chosen to increase conflict and flag taking events and this seemed to work well with 4 players. These additional game mechanics plus the unpredictability due to the dice rolls makes this game mildly engaging.

Digital Conversion
This game uses an old capture the flag formula. A 2D digital version could be created complete with electronic dice without too much change. Could be converted to a digital FPS game but that would detract form this game's "twist".

My Rating
3 out of 10 stars (yep pretty bad)