SGD112 Game Blog
Sunday, October 10, 2010
Final Project: Board Game YouTube
http://www.youtube.com/watch?v=u1FBcbIYoAk is the link for my video of this boardgame.
Final Project: Board Game
The name of my boardgame is Tiers & Corridors and is intended to be a simple, fun, and interesting game to play with one other person. The idea came from thinking of the college path as a series of levels (in the case of the game, I used three levels). With each "tier" of education getting harder as one progresses. To represent the educational path of progression I used trivia questions which, like school, get harder as the the level gets higher.
The rules are simple. At the beginning of the game each player selects a "Movement" card (which works like dice to let the player know how many spaces he or she can move); the higher number wins for first move. The player then moves after drawing another Movement card and follows the instruction deemed by what space he or she lands on. If it is a Trivia space, the player then picks up a "Trivia" card. If the player correctly answers the Trivia card, he or she keeps going. The player wins when he or she reached the final space which says "Win".
The rules are simple. At the beginning of the game each player selects a "Movement" card (which works like dice to let the player know how many spaces he or she can move); the higher number wins for first move. The player then moves after drawing another Movement card and follows the instruction deemed by what space he or she lands on. If it is a Trivia space, the player then picks up a "Trivia" card. If the player correctly answers the Trivia card, he or she keeps going. The player wins when he or she reached the final space which says "Win".
Wednesday, October 6, 2010
Cards and Dice
Premise: To make a game that is not overly complicated. A game that kids can play, but is more complex than Go Fish.
Rules: The game begins after the deck of cards is made into a circle in front of the players with the center clear. The dice are rolled in the middle (the clear center). When the dice are rolled, the numbers signify what to do. The point in this game is to get points by making matches, which are written down as points after each match is made. On the dice the numbers 1-4 represent a suit. 1=clubs, 2=spades, 3=diamonds, and 4=hearts. Only two cards are drawn at each turn, after the roll of the dice.
Base Mechanics: The player rolls the dice and gets, for example a 2 and a 4. If that player pulls a two and a four from the deck they get 6 points. Also if the player gets a 6 and a five, for instance they get six points and the five is worth nothing and is discarded. Furthermore, if the 2 is a spade they can double the 2 points to make a total of eight points. If the four is suited as well (a heart), they can double it to make 12 points. A player must keep rolling if both the dice are above four until they get one showing a 1-4. A player can only roll one die to do this, the other die is kept.
Revisions: The possibility to add the two cards that are drawn was added to make things more interesting.
Rules: The game begins after the deck of cards is made into a circle in front of the players with the center clear. The dice are rolled in the middle (the clear center). When the dice are rolled, the numbers signify what to do. The point in this game is to get points by making matches, which are written down as points after each match is made. On the dice the numbers 1-4 represent a suit. 1=clubs, 2=spades, 3=diamonds, and 4=hearts. Only two cards are drawn at each turn, after the roll of the dice.
Base Mechanics: The player rolls the dice and gets, for example a 2 and a 4. If that player pulls a two and a four from the deck they get 6 points. Also if the player gets a 6 and a five, for instance they get six points and the five is worth nothing and is discarded. Furthermore, if the 2 is a spade they can double the 2 points to make a total of eight points. If the four is suited as well (a heart), they can double it to make 12 points. A player must keep rolling if both the dice are above four until they get one showing a 1-4. A player can only roll one die to do this, the other die is kept.
Revisions: The possibility to add the two cards that are drawn was added to make things more interesting.
Saturday, October 2, 2010
Chapter Six Book Work
3) The combat system in Quake IV did have an addictive effect on me. I couldn't wait to see what was next, especially when the player character turned into half Strogg (the enemy). I thought this was awesome and appreciated having new abilities and equipment. What I would do to improve the combat system to make it more diverse would be to incorporate the multiplayer combat system in the single player version. Even if this meant adjusting the enemy's combat system. This would effectively speed up the movement and make the game more fun.
Monday, September 27, 2010
Character Development Revisited
When I think of games like Call of Duty: Modern Warfare 1&2 and Killzone 1&2 I think about how prepared and skillfull the player characters are. They are highly trained, good at what they do, and never meet a challenge they cannot overcome with the right gamer conducting them. In Killzone 1 there are several players who you play that meet this description, and what you find out is while they are as aforementioned-they specialize in certain weapons or stealth, etc.
The characters are not so much affected by their environments as they are prepared for it. In COD, the player always has what he needs to win the battle be it a sniper rifle, a strong troop collaboration, maps, a predator drone, whatever-he's got it. This makes it fun for the player who can then feel the ambience of modern day warfare.
If the environment was the opposite it might not be as much fun. This is to say that they are soldiers, and have a level of expertise that if not exercised would not make much sense for a gamer. They might be able to do well at a carnival where they could test their hand-eye coordiantion shooting or throwing things for prizes, but would a player really feel it necessary to take a black ops operative into a carnival to win there? Probably not.
The characters are not so much affected by their environments as they are prepared for it. In COD, the player always has what he needs to win the battle be it a sniper rifle, a strong troop collaboration, maps, a predator drone, whatever-he's got it. This makes it fun for the player who can then feel the ambience of modern day warfare.
If the environment was the opposite it might not be as much fun. This is to say that they are soldiers, and have a level of expertise that if not exercised would not make much sense for a gamer. They might be able to do well at a carnival where they could test their hand-eye coordiantion shooting or throwing things for prizes, but would a player really feel it necessary to take a black ops operative into a carnival to win there? Probably not.
Saturday, September 25, 2010
Chapter Five Book Work
2) What I might do to create a "sandbox" for my original game is to make sections of space obtainable. With planetary travel quick and easy to understand by putting informational panels beside sections of planets to be traveled to. Also there would be space stations in between with their own side missions. The informational panels would communicate whether things were hostile or not, what enemies and/or allies to expect, motives/goals for inhabitants, food/water amounts and types, and anything else one would need to know to prepare for journeys. Ships could represent rewards for bigger mission accomplishments, while fuel and weapons could do the same for smaller side mission accomplishments. Plus players could (drawing on the idea from GTA) interact with the NPC's to test and manipulate their current environment to get new missions (perhaps to acquire more or stronger weapons).
Dice Game
Texas Hold'em Dice
Premise: To add another level of luck to Texas Hold'em Poker.
Rules: The cards are dealt like a normal game of Texas Hold'em. However, at each turn players can either put chips in the middle to pay for a roll of the die. The die is six sided and represents the number of cards players can pick up depending on their roll. Since the player starts out holding two cards, they can hold only a maximum of eight with the five dealt in the middle at the last hand.
Base Mechanics: At each turn (3 turns), the player can choose to fold, bet only, or bet and pay for a roll with the price being set at the ante (at the beginning of the dealing).
Revisions: None
Premise: To add another level of luck to Texas Hold'em Poker.
Rules: The cards are dealt like a normal game of Texas Hold'em. However, at each turn players can either put chips in the middle to pay for a roll of the die. The die is six sided and represents the number of cards players can pick up depending on their roll. Since the player starts out holding two cards, they can hold only a maximum of eight with the five dealt in the middle at the last hand.
Base Mechanics: At each turn (3 turns), the player can choose to fold, bet only, or bet and pay for a roll with the price being set at the ante (at the beginning of the dealing).
Revisions: None
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