Wednesday, November 28, 2012

Homework 8 - Season Food Harvester


Season Food Harvester


Rules: 

  • Setup the game field, lay all cards in a 10 x 7 grid, face up.
  • Each player starts at a different corner.
  • Players take turns rolling a dice to move, they can move horizontally and vertically in any direction they choose.
  • When a player stops on a card, if the fruit/vegetable on the card matures in the same season as the game's current season, the player gets the card. (Ex. If a player lands on the card which is an apple, and the current season for the game is Fall, he/she gets the apple card).
  • The first season of the game is Spring, every 3 turns (after every player moves) the season advances (Spring, Summer, Fall, Winter).
  • After all seasons completed (1 year), players use all the fruits and vegetables they gathered throughout the game to make dishes as many dishes as they can, based on the recipes provided.
  • The player who has the most dishes wins the game!

Fruit and Vegetable:


Spring
Summer
Fall
Winter
Morels
Strawberries
Apples
Mushrooms
Mushrooms (wild)
Blackberries
Broccoli
Squash
Asparagus
Blueberries
Beans
Carrots

Cantaloupes
Cauliflower
Brussels sprouts

Carrots
Celery
Cabbage

Peaches
Lettuce
Potatoes

Lettuce
Tomatoes



Dishes:

Spring
  • Morel Risotto - morel x3.
  • Roasted Asparagus and Mushrooms - asparagus x1, mushrooms x2.
  • Sauteed Asparagus - asparagus x3.
  • Sauteed Mushroom - mushrooms x3

Summer
  • Fruit Shake - strawberry x1, blackberry x1, blueberry x1.
  • Salad - lettuce x2, carrots x1.
  • Cantaloupe Crunch - cantaloupe x3.
  • Peach Pie - peach x3.
  • Strawberry Pie - strawberry x3.
  • Blueberry Pie - blueberry x3.
  • Peach-Blueberry Cobbler - peach x1, blueberry x1.

Fall
  • Apple Pie - apple x3.
  • Broccoli Soup - broccoli x3.
  • BBQ Baked Beans & Sausage - beans x3.
  • Creamy Celery Soup - celery x3.
  • Salad - lettuce x1, tomato x1, cauliflower x1.
  • Cheddar Cauliflower Soup - cauliflower x3.
  • Tomato Soup - tomatoes x3.

Winter
  • Mushroom Sushi - mushroom x3.
  • Turkey & Squash Soup - squash x3.
  • Smash Potato - potatoes x3.
  • Cabbage & Mushrooms - cabbages x2, mushroom x1.
  • Creamy Fettuccine with Brussels Sprouts & Mushrooms - Brussels sprouts x1, Mushroom x1.
  • Sauteed Carrots - carrots x3.

Our game is create to let people now what kind of vegetable and fruits are fresh and available in the season and make some healthy food to eat.

Thursday, November 22, 2012

Prototype 3 - CHAIYYA CHAIYYA


CHAIYYA CHAIYYA


For this prototype, we have to based on the popular Bollywood music video Chaiyya Chaiyya to make a party game.

Our team has choose the theme of the video as our game theme

  • Liveliness
  • Interaction
  • Dance
  • Unison
  • Excitement (they are dancing on the top of a train)
With these themes we have make a fun game which everyone have to talk to each other and use what each player have to make interesting dance out of it, and show it to others, also learn other players' dance.

Player: 5-15 (can have more players, and reduce the cards in hand to balance the game).


This is the one sample card we have
we design these art style so player can use this imagination
to make the move the same move fun.

Play Time: A whole evening


Components: All 75 high quality game cards


Setup Phase:

  • gathered all the players together and shuffled the deck of cards
  • the host will randomly give 5 cards to each player
  • players need to ordered the cards and be ready

Objective:

      Each player creates a dance based on the cards that they have, and the first player who perfectly execute each dance combination from memory wins.

      Also, players can few winners, for each round after the previous winner, players can reset their dance order or reset all the cards.


Game Turns:

  • After cards a distributed, each player creates a dance routine/order, or card order from the cards they received.
  • Players have until the end of the night or the end of the party to successfully perform all the other players dance moves from memory.
  • This means each players needs to approach, interact with and dance with other players, while they learn their dance routine/order and talk with the player.
  • When a player thinks they remember all other players dance routine/order, they will say so and players should then gather together to judge if their dance is performed correctly.
  • If player have mistakes, other players can let this player to do a punishment game.

      Our game helps to break the ice between players, and help them to make friend with each other, and after the party people may become best friends.

      Overall, the game we creates a very fun party environment and sets up a lot of potential for interactions, while staying true to the ideas portrayed in the Chaiyya Chaiyya video.


Our team name is H3AM, Harry (LeYan) C.(100396772), Harry L.(100456150), Haoyu L.(100429868), Andrew G.(100455660) and Michael G.(100455097).

Wednesday, November 7, 2012

Homework 7 - Storytelling in Games


Storytelling in Games


I design this character for previous GDW game, he traveled to the other dimension with his friend but come back alone.

2010 after Dargon(his name) travels back from the other dimension in Canada.

What is your name? Gender? Race? Religion? Age?

  • My name is Dargon. Male. I'm from China. I believe in myself. I think I'm still 24.


Where were you born? What about your parents—where are they, and are
they alive? When you were growing up, did you struggle, and if so, in what
way?

  • I'm born in mainland china, 1986. My parents dead long time ago when I'm 12. Yes, because my parents are pass away and I don't have other family members, so I have to go to get few part time jobs to earn money to keep me alive.


What year is it now?

  • I believe this is year 2010, 4 years after I gone to the other dimension.


How would someone stereotype you at a glance?

  • When I came back, people see me weird because what I wear and I looks like.


Do you have a romantic partner? If so, whom?

  • I do before, she is one of my best friend and my classmate, but now she is gone.


Who is your best friend and what is he/she/it like? How would your friend
describe you?

  • I have few good friend, but they all gone, and the best friend is dead in my hand. He always say I'm a sturdy guy, I work really hard also too good to other people.


What is your economic situation? What have you done for work?

  • I don't have a job right now, but I have enough gold to keep me alive for a long time. When I'm young, I worked in restaurant, different stores and work-site  Some times I do 2 jobs one after one in one day.


Would you steal? How do you feel about lying? Can you be trusted by
your friends? Do you have any other vices?

  • I never steal anything. I don't like lying, but sometimes you don't have a choice, I'm not in this world for few years, but I can't tell anyone what I really did in those year. My friend always trust me and believe in me. I do killed people in the other dimension where I traveled.


What makes you happy? What makes you sad?

  • I will be happy if all my friend would come back with me. The sad thing is my best friend betrayed me and when to the dark side.


What is the one secret that no one must know about you?

  • The secret is I traveled to the other dimension and become a sword master and a real Alchemist. I can't tell other people this secret, and even I do tell others, they wouldn't believe me and think I'm crazy.


Are you afraid to die?

  • I don't afraid of die, tell you the truth, I already dead once.


Do you have any phobias?

  • After all the experience I have. I don't afraid anything any more.


Are you quick tempered or patient?

  • I'm a patient person. If I'm not a patient person I will become a patient person at this point.

Thursday, October 25, 2012

Prototype2 - Bright Night

Bright Night

This game is about the painting "Starry Night" by Van Gogh, the board game conveys the emotions, themes, and atmosphere of the painting.

Player:

      2-4; Ages 13 and up for artistic gamers and aspiring artists.


Play time:

      2-8 minutes.


Components:

      1 dice, 140 brightness pieces included, 9 star pieces, 4 player pieces, 1 game board.


Setup Phase:

  • Players first decide on if they are playing competitive or co-operative game play.
  • Each player starts with 15 brightness pieces.
  • Each of the 9 loose stars are placed randomly (or however the player decides) on tiles around the map.
  • Each player starts in a corner of the map.
  • No talking or communicating during the game. (unless explaining rules)

Objective:

Players can choose to play with either goal:

  • Co-op: The goal is for all the players to lose their brightness with in 2 turn of each other, after collecting all of the loose stars on the board.
  • Competitive: The goal is to have the most brightness after all the stars are collected. Players leave a trail of brightness pieces as they move along paths.

Game Turns:

  • Players roll a dice to decide how much they can move.
  • Players can move horizontally, vertically or a combination of both any amount of times in 1 turn (Moving the number of spaces of their roll as the max, can move less than the rolled number).
  • Each time a player moves a square, depending on the tile type they move over, the player loses brightness accordingly (Player needs to move at least 1 space per turn).
  • There are 3 tile types: Darkest, dim and bright. They can be seen as the brightness of each tile on the game board (Bright tile is the one that is glowing on each side of the tile).
  • Players lose 3 brightness if they move over on to the darkest tile, 2 brightness if they move over a dim tile and 1 brightness if they move over to the lightest tile (has a light glow).
  • Player cannot pass over or occupy the same square as another player.
  • When a player collects a loose star on the board, it is removed and that player gains 7 brightness + their dice roll (Ex. a player rolls a 4 and moves to the tile with the star, that player gain 7 + 4 brightness which is 11).
  • In competitive mode, players only need to spend 1 brightness to move a tile, regardless of the tile type. Each square the player moves they must leave behind a brightness piece. If a player moves on a path that already has a brightness piece on it, they don't need to put their own brightness down.

Ending Condition:

In co-operative mode, all stars need to be collected for the players to win. After the stars are collected, all players need to lose all of their brightness within 2 turns of the first person to lose their brightness.  All players win if these criteria are met.

In competitive mode, the game ends as soon as the last star is taken, players count their brightness pieces and the player with the most wins.

A common strategy for co-op is for players with higher brightness than others to move around and aim for darker tiles, so they lose brightness faster to even out the balance in brightness levels towards other players. Since player’s aren't allowed to communicate during the game, they need to figure out some way to even out how distribute all the loose stars on the map evenly.


Team Name:

      HHHAM

Team Members:

      Harry Lg (100456150), Haoyu Li (100429868), LeYan (Harry) Cui (100396772), Andrew Guthrie (100455660), Michael Gharbharan (100455097)

Wednesday, October 17, 2012

HomeWork 5 - Lair's Dice


Lair's Dice


Players: 2 to ∞

Objective: to get all other player lose

Rules we changed:

  • All dices have to be hide even to yourself.
  • One always have to be one not a wild number.
  • Numbers have to go up, cannot be equal; dice value can be equal or higher. Both values cannot be lower than the last player.
  • If you say liar and you are wrong, you have to give that player one of your dice. when a player is eliminated all of their dice are also removed from the game, regardless of who is holding them.
  • If anyone made 3 time wrong call-outs or had been catch as a liar for 3 times will eliminated from the game.
Rules that we changed and added are cause positive feedback.
When one is ways one, it will short the game time, the chance of getting more number are low, but make players hard to catch the lair.

All dices are hidden so everyone have to take the risk to call out numbers and dice values, also have to guess who is the real "lair", this will turn the game to total lucky based game.

When numbers have to go up, players can framed the player after him/her by call out a big number and a dice value of 6 because the biggest dice value is 6, so the next player have to raise the number.

The last two rules make players lose the game fast, so players have lower number of dice may have a chance to win faster by luck, or lose fast and also take other players out of the game too.

After all the changes the game is still fun but game time is much faster than before. At the same time, when play this game players have to have be really lucky or your opponents really unlucky.

Wednesday, October 10, 2012

HomeWork 4 - Dig Dug the card game

Dig Dug: http://www.youtube.com/watch?v=mrvmDJxq86I

Dig Dug the card game

Players: 2

Main Objective: defeat your enemies




Type of card:

  • Dust card - front and back are the same, used to make the game board 10X11. x102
  • Dig Dug - Player card x1
  • Fygar - Player card x1
  • Pooka - Monster card, hide under the dust attack Dig Dug player x3
  • Stone - Normal card, hide under the dust block Dig Dug x3
  • Battle card - Fire x6, Water x6, Earth x6, Wind x6



Rules:

  • Dig Dug player start at the middle of the rectangle.
  • One player need to be Dig Dug and the other player need to be Fygar as an opponent player.
  • Players get 12 battle cards 3 Water cards, 3 Fire cards, 3 Wind cards and 3 Earth cards. Battle cards are used to battle with other player, to win the battle, you have to use Water to defeat Fire, Fire to defeat Wind, Wind to defeat Earth and Earth to defeat Water. Otherwise nothing happens.
  • Fygar player start with only one life point, and choose a corner to start the game.
  • Dig Dug start with 3 life points in total, so player have 2 more extra resurrection time (After Dig Dug die, just resurrection at the center of the map. Fygar resurrection at the corner where he/she chooses before the game started).
  • First of all, place 4 dust cards at each corner, and then shuffle all Dust card, Stone card and Pooka card together.
  • Place all cards mixed with Dust card, Pooka cards, and Stone cards face down on the table to make a 10x11 rectangle and only leave "two cards size" blank at the middle of the rectangle (which located at 6 row, column 5 and 6). After placed all four dust card at each corner, randomly place other cards and don't forget to leave two empty space in the middle.
  • Dig Dug player and Fygar player roll a 6 side dice to move. (If rolled 3, which means player need to remove 3 Dust cards one by one while player moving, and for each turn, player can only change direction once). player only allowed moving horizontally or vertically (when change direction, players can choose to go left, right or turn back).
  • If Dig Dug player gets to a stone, player have to take three cards out (by player's choose) and put on the stone for 3 turns. Player will get the cards bake after 3 turn. When there are three card on the stone, Fygar player can go to any side of that stone to get the cards. Player can wandering around near the stone try to block dragon to get the card. Stone card will be removed afterward.
  • If Fygar play gets to the stone, nothing happens and just pass through the stone and remove the stone card.
  • There are 3 Pooka cards in the game, if Fygar player find the Pooka card he/she will get one life for reward and continue moving normally (remove Pooka card after found it).
  • When Dig Dug reach a Pooka card or Fygar player, just start a battle using battle card. (Fygar player control all monster card, will fight back as Pooka).
  • Two players have to pick 5 battle cards out and put in face down, flip a card together one by one, in order to see who wins the round. (Water>defeat>Fire>defeat>Wind>defeat>Earth>defeat>Water>defeat>Fire>......).
  • Players who wins the first round wins (5 cards a round), if there is a draw, use the rest of the card to play another round, each round is maximum of 5 cards (can be less such as 2-card-round or 3, depends on who have the lowest hand size).

this is what the game board looks like 

This game is based on the classic game "Dig Dug", we try to use every element that is in the game to make this card game, such as Dig Dug starts at middle and digging dust, we use dust cards to make a game board and player start at the middle while moving player need to remove the dust in front of him/her.


We made the Pooka the balloon looking monster hide in the dust, so Pooka don't have to move and when player reach Pooka they will start a battle using battle cards like a RPG game. When Pooka and Dig Dug start the battle, Fygar will use his card fight with Dig Dug as Pooka.

When Fygar find Pooka first Fygar will "Eat" Pooka to get one life point.








This is a really fast game for 2 player. Dig Dug player need to kill all monsters- Pooka and Fygar, to win the game. Fygar need to kill Dig Dug to win, but Fygar only start with one life, so Fygar may need to get eat some pooka first, or if the player trust his/her luck, can just go fight with Dig Dug.



I like the battle which I suggest when develop this game, this will let players have more interactive and randomness of the game, it's like playing rock-paper-scissors but with cards and 4 elements.

Group Members: Kastriot Sulejmani (100460180), Shane Allen (100454581), Andrew Guthrie (100455660), Haoyu Li (100429868), LeYan (Harry) Cui (100396772).

Wednesday, October 3, 2012

Homework 3 collection game - Science Fair

Science Fair



Players: 2-4


Rules:

  • Each players start on each corner of the map to start the game.
  • Each players get 10 coins to start.
  • Roll a 6 side dice to move.
  • First of all, player need to reach the library square on the map to choose a research project for the science fair.
  • Player cannot change research after they finish choosing in the library.
  • For every research project, you need to get 4 general tools from the General store which are Paper, Scissors, Glue and Bristol board to start the research project.
  • After decide the research project, players need to go to each store to get items to finish the project for the science fair.
  • Players get one coin when he/she pass an other player.
  • When players land on the yellow square, that player get 2 coins.
  • Players have to finish the research project, which have all the item that the research project needed, and lands on the spot that connect to the school to enter the Science Fair to win the game.


Coins are in 3 different colours, white, blue and red. The white one is 1, blue one are 2 and the red one are 5.


As the rules, player start with 10 coins and try to get more coins and reach the library which is the square, library is the square that have a "L" it. In the library player can choose the research project they want to do, and when the project is chosen player cannot change it later, and when the project is select by a player, this project will not available for other players. 

Players need more than 10 coins to buy items that are needed for the research project, so player can lands on this yellow square to gain 2 coins, or pass other players to get one coin for each players that you passes.  
Red square are the Store, when player lands on the red square so that player can enter the store to get items, and each store sell different stuff, such as Food store sells meats, Plant store sells dirt.
Water sells in Food store

Wires can be found in Electronic store

General store have 11 items in it, which are: tube, paper goggles radiation suit, jar, sticks, scissors, glue, Bristol board expensive wood and tape.

Food store have 9 items, which are chicken, steak, salmon, vinegar, water, soda, food color, baking soda, raisin.

Plant store have 5 items: shovel, beans, sunflower seeds, gloves dirt.

Electronic store have 10 items: metals, battery, wires, magnet, nuclear wast, transistor, motherboard, motor, RAM, light bulbs.

We name these store because the research project are in these different type, player can get items in Electronic store to find tools for "Robot" and "circuit board" or "magnetic linear accelerator" project. 


  We made the game that player have to land on the library square to select the research project, so player can get more coins to plan how to use them and get some items first then decide which project to do later. Players can also get the project that other players wants to do first so other players cannot do this project anymore.
 Research project card doesn't doesn't have price on it, so players don't know how much is the project cost in total, they have to go to each store to see the items' price and get them for research project that the player doing.

Thursday, September 27, 2012

Prototype 1 - Pirate Pride and Pirate Prejudice

Pirate Pride and Pirate Prejudice

*This is our lovely game board*

Goal:


  • First team to complete 6 event cards wins.




Rules:


  • This game is 2 or 4 players, If 4 players are playing then the game is 2v2.
  • Players move straightforward on the game board and cannot change direction at intersections.
  • Players take turns rolling 2 dice, and moving the appropriate spaces.
  • If the player rolls doubles on the dice, then an opportunity card is drawn and activated.


How to play:



  • At all times there are 3 open events. At the beginning of the game draw and lay out 3 event cards. These cards are open to be completed by any player.
  • A player can complete an event if they are holding all of the character cards associated with an open event. 


  • Players can buy character cards by landing on the red "Post office" square, and paying the amount listed on the character card they want to buy.
  • When a player wants to buy a character, they draw 5 character cards from the pile, and can choose to buy any from the 5 they drew.
  • Players can buy however many character they can afford. After the player is done choosing which characters to buy, the remaining characters get shuffled back into the pile.


  • After a player buys a character card, they are holding that card for 5 turns, after 5 turns, the player can choose to pay the amount on the card a second time to keep the card in their hand for another 5 turns, otherwise the character card goes back to the pile


  • When a player completes an event, the event card they completed is removed from the game and they get 1 event point. 6 event points are needed to win. The other 2 event cards are shuffled back into the event card pile, and 3 new events are drawn and open to be completed.
  • After a player completes an event, all character cards that each player is holding are shuffled back into the character pile.


Game Tiles:





  • If a player lands on yellow coin tile, the player gets 2 coins.
  • If a player lands on the green tile on each corner, they get to draw and play an opportunity card.
  • If a player lands on the red tile, they can choose to buy any of 5 character cards that are temporarily drawn. After they choose the characters to buy, the other cards are shuffled back into the pile.




For this game we put so many effort and time in to it to make it fun and balance.

Such as: we cut character piece, and designed all the card front and back.

We changed the game board so many times to get this finished game board and make it balance for every player to play.


The challenge of making this game is to put pirates into the game, we tried many idea for the pirates to make them fun to play and related to the "Pride and Prejudice". First of all, we tried to make player to collect parts such as wood, and trade it to each other to finish some goal, the goals of Darcy and Elizabeth are marry to each other to win, pirates are collect part to fix their broken boat.



When we almost finish this, then we find out that we have to make the pirate more reasonable and have more actions with Darcy and Elizabeth, so we decide to change to a new idea.

Finally, we got this "Pirate Pride and Pirate Prejudice". Pirates are more reasonable, similar goals and much more actions with Darcy and Elizabeth. Darcy and Elizabeth's goal still the same to get married, the pirates are now female and male, they fall in love with Darcy and Elizabeth, so the pirates team up and try to break Darcy and Elizabeth's relationship.


To relate this game to the book, we find many events in the book to make event cards for players to finish by collecting character cards. With the requirement of characters, players have to go collect the characters. 


To make this game fun, we add opportunity cards. This is the chance to get cards from other players, or get coins, but be careful of the opportunity, not all opportunity are good, we also made some opportunity card that can make you lose coins to get the randomness of the game.












Over all, I really like our game, not just because we put so many effort to it, it is a really interesting to play, so remember to come to play our game.

Our team name is H3AM, because our team members are: me Harry (LeYan) C. (100396772), Harry L. (100456150), Haoyu L. (100429868), Andrew G. (100455660) and Michael G. (100455097).

Wednesday, September 26, 2012

Territory Board Game


Perfect Square’d



Players: 2-4Rules:


  • First of all, players roll a dice to decide who goes first.
  • Each player starts on each corner of the map.
  • During the start of the game, each player must place six 1x1 black squares anywhere only in his/her quadrant.
  • The first turn of the game, each player may only acquire (take over) a maximum of 5x5 square territory starting from their corner.
  • For each turn players can placing a perfect square to take over empty territory, cannot overlap with a black or an opponent's square.
  • The perfect square that the player placed must attach to their color/ existing territory.
  • If a player surrounds all 4 sides of 1 black square with their own territory, the player gets to move again, but for this move, the player is allowed to use their perfect square to take over opponents territory.
  • If all black square is used or cannot be used, also if players cannot make move anymore, the game is over. The player has the most territory wins.
this is our game board, a 18x26 grid

As you can see the game board is divided to four equally quadrant, each player have to choose one to start.

  Player placed six 1x1 black square in his/her quadrant

the first can only draw a maximum of 5x5 square from top left corner to start, because players have to surrounds 4 sides of the 1x1 black square, so it's not a good idea to placing a black square on the edge, because if you place it on the edge in this way you cannot use it's effect.

In order to win the game players have to plan their moves, and try to use your and your opponent quadrant's black square to get more territory.

Team members: Kastriot Sulejmani (100460180), Shane Allen (100454581), Andrew Guthrie (100455660), Haoyu Li (100429868), LeYan (Harry) Cui (100396772).

Tuesday, September 25, 2012

My first board game - Battle Rush

Battle Rush

Players: 2-4

Rules:


  • The fist person reach to the finish line wins.
  • When two people in a same spot have to do a battle (There is no battle games yet, so players roll dice to win or players can use other card game to battle to each other)
  • Battle winner get a random card from opponent's hand.
  • Player who lost the battle will send to the hospital and rest there for 3 turns.
  • The return cards and forward cards can use to other players and yourself, but when used to yourself, after you move you cannot roll a dice to move again.
  • When at the cross-way players need to roll dice to decide which way you are going, when there are three ways in front, roll 1 or 6 to turn right and take the right way, roll 2 or 5 turn left and take the left way, roll 3 or 4 to keep going forward. When there are two ways in front, roll odd number (1,3,5) to go left, roll even number (2,4,6) to go right.
  • Players can use "Turn Back" to go back ward, to anyone who is in play, also can be used at the cross-way before roll a dice to turn back, after rolled a dice to roll a dice again to choose which way are you going.
  • In responds, players can play "Redirect" to any actions, when redirect "Turn Back" cancel this turn back action.
  • When players step on the Portal door (Portal doors are the square have letter "P" on it), players on the portal door will roll a dice to teleport to the portal exit, there are 1 to 6 portal exit, roll 1 to exit at portal 1, roll 2 to exit at portal 2 etc.
  • B#, B are going back, # are the number of step that you have to go.
  • J are jump, will jump to the space it pointed to.
  • arrows(→), when players step on the square that have a arrow, next turn that player goes the way it pointed to.
  • start(☆), when players on the star can get the first card on the deck

Cards:






  • "Slow motion" - can target to any player, that player only move 1 step each turn for 3 turns.

  • "Portal" - use portal, roll dice to teleport to the portal exit.
  • "Exterminate" - destroy target players, send him/her to the hospital for 3 turns.
  • "Prohibit Card" - target any player, player stay in the same spot for 1 turn.
  • "Sleep" - target any player, player can not move for 3 turns.
  • "Turn Back" - change direction, start to going backwards.
  • "Redirect" - you may choose a new target for garget card.
  • "Forward #" - target any player, player need to go forward # step. (# are the number step players have to go forward)
  • "Return #" - target any player, player need to go back # step. (# are the number step players have to go back)

Board game made for the first tutorial class

Game created in class - Frogger class Sept 21


Frogger

** the red tokens are cars and lily pads
*** yellow and white tokens are players

Player: 2-4

Rules:


  • Players move up to go and try to reach the finish line.
  • Players can move diagonally or any other directions player wants to go.
  • Players can't move over another player. If there is another player in front of you, you have to move diagonally or move back, otherwise you have to stop after the player that is in front of you.
  • Every player rolls a dice to move.
  • Each turn, the objects always move first.
  • If player rolls an even number, move all the cars on the field to the right and wrap around the left side to continue.
  • If player rolls an odd numbers*, move lily pads and logs in the water to the right and wrap around the left side to continue. (Because the river are in three different rows, player rolls a 1 to move the first row, rolls a 3 to move the second row, rolls a 5 to move the last row.)
  • Players need to transport across the lily pads and logs to get to the finish line.
  • If collide with a car or a car collides with a player, that player need to go to the starting point.

Producers: Andrew Guthrie, Haoyu Li, Xin Gao, Harry Lg and LeYan (Harry) Cui

Tuesday, September 18, 2012

The Animations of Immortal Sword


仙剑奇侠传四 ( Immortal Sword Four )

 Today i will talk about this Immortal Sword (仙剑奇侠传) game series which most people doesn't know about O(∩_∩)O~

Overview



            Immortal Sword is a very famous PC offline RPG game series from a Chinese game company called SOFTSTAR. SOFTSTAR are making Immortal Sword since 1995, the story of the game series are set in ancient China with traditional Chinese culture and myth as a game background. All games that made under the same title are connected to each other in the storyline. Today I will talk about the Immortal Sword Four that published in 2007, a very good 3D RPG game and the last game made by Shanghai SOFTSTAR (Shanghai SOFTSTAR combined to Beijing SOFTSTAR and still making Immortal Sword series) using RenderWare 3D graphics rendering engine. Immortal Sword Four is a 3D Turn-based game, the animate component are Cinematic Animations, Conversation Animations and Character Animations.



Cinematic Animations


            The Cinematic Animations occur throughout the game during major story when character touch the storyline, the Cinematic Animations in the game are mixed both 2D and 3D key frame animation and really short. The characters and backgrounds are all 3D models with different camera angle, character movement and character facial expressions to make an animation scene to show the main story, the Cinematic Animations are small movie but really short.


    This animation is opening scene for Immortal Sword Four, allow the players what happened and make them curious that what really happen in the story.

Conversation Animations


            Immortal Sword Four is Turn-base game, so there are a lot of conversations in the game, and the Conversation Animations are reacting only with story NPCs, this animation is based on the same background with the game, with additional character movement in the same location, character 2D facial expressions picture beside the text box and character to finish the Conversation Animations. This animation is in the games without load a Cinematic Animations, so this animations doesn’t have any 3D facial expressions, SOFTSTAR perfectly combined 2D facial expression picture with text and 3D character movement to show the story, when player read the story and click next, the character in the game will react and load character movement with camera angle change to finish the Conversation Animations as a Cinematic Animations.



    The first have are Conversation Animations that occurs before fighting the boss, after 2:50 is the battle scene. You can see the combination between the 2D graphic and 3D movement.

Character Animations


            Character animation occurs when player walking around in the map and in the battles. For every character they have walking and running, and the movement when enemies run towards you. The battle animations are combined 3D movement and 2D graphics to make the effects.


      The video shows the mix battle with 8 groups of enemies

Resource:

http://youtu.be/rKv6D-Px6b0

Card game – Infernal Contraption

Name of game: Infernal Contraption
Number of players: 2-4
Playtime: 20-60 minutes each round



Observation of the game


            Infernal is a non-collectible card game, each players play as a goblin mechanics and against each other in a race of building magical machines.


Rules of the game


  • Each player setup one Power Core
  •  Shuffle the deck and divided it to equivalent piles for each player
  •  At beginning of the game, each player needs to draw 7 cards from their piles, and scarp any number of cards and draw the same number of cards in to his/her hand which make total 7 cards in each player’s hand
  • When there is no card in player’s hand then they can draw cards from their own piles and no more than 7 cards
  • Each turn players can play cards and attach it to their machine, then do the actions on the card. Each card have connectors located on the sides of the card, cards may only be placed next to other cards if their connecting sockets match
  •  If players need to scrap cards, they have to scrap the card in the middle and make a scrap pile
  • Players who run out of card in his hand and no cards in his pile, that player lose the game



Things I liked:


            The idea of the game is really creative, never played a game like this. We have to try to build a big and powerful machine and try to impede other player to build their machines and make them discard everything to win the game. The connecting sockets make the game more interesting to play, because there are 5 different sockets, you have to plan where to connect the cards and make sure you also can play other cards.


Things I disliked:


            This game is building “machine” with many cards, and it can only growing sideways will need a lot of place to play the game, also in the rules it doesn’t explain what cards need to place vertically and horizontally. Lastly, the rule book is too long, takes us about 10 minutes to learn how to play this game.


One thing that I would design different:


            First of all I would make the rule book easy to see and understand with many pictures. For the machine, I may change one big machine to one main machine and few small machines on the side assist the main machine which can reduce the length of the original machine and same a little bit of space. Also I may design a table for each player that layout the place for the machine and card pile, make it easier to see and understand.

Resources: