Sunday, October 28, 2012

Themes

Movie: Spiderman
Topic: A teenager has to make a choice about using his new-found power for self-serving purposes or for the greater good of his community.
It's about power and choices.
Theme: With great power comes great responsibility.



Movie: Twilight
Topic: A mortal girl falls in love with a vampire.
Themes:
Love can triumph over differences.
Love can conquer fear.
We each have a choice whether to follow the evil that is within us, or to follow the good.

Concept Statement

"Climb! Birdie Climb!"

Brief concept statement
“moving and climbing up the tree adventure game with Platformer that are packed with mystery from the the mysterious deck, packed fun and lots of laughs! Fun and quirky art style & environments, and a new & interesting strategies and replay abilities that will keep players wanting more!”

Thursday, October 25, 2012

Changes to the game

I have taken people's suggestion and put it to work, I have added more platforms and more ladders and ropes. I have also made the diagonals more obvious. However, I have decided to keep an element the same. I have decided to not change the power cards yet. I would have to play test it and come back with the decision whether to make it 4 players and add more power cards.

Wednesday, October 24, 2012

Playtest Form


I have to agree with some of the points that my friend has written down on this feedback form. One of the points she has made that I have been thinking about it was to add more spaces in the game board and make the game last longer. When I played the game, I realize that the player's movement is pretty restricted. After play testing with more people from class, there are many suggestions to add more options for movement. 
I had another suggestion which was to make it a 4 player game which I thought it was a great suggestion, reason being because this would create more chance for blocking and challenging. There would be more competition for spots and force players into power location and create more of a need to strategize movement. There was another suggestion to make game board longer, but I'm not sure about it due to printing reasons.

Questions
There are a few verbal questions that I would ask after they have played my game.
1. Did you feel the game was too long?
2.Did you feel you needed more or less players to enjoy the game more?
3.What was your favorite part?
4.What was your least favorite part?




Tuesday, October 23, 2012

This is the game board that i have designed for Game Design class, i still need to make changed to some of the branches to make diagonals clearer for the player. I have been thinking whether to do print this as a game board or build it up as a 3d sculpture where you are able to put your pieces on.

Thursday, October 18, 2012

Brainstorming


These are a few designs for the back of the deck of cards that i'm planning to make for my print and play game. But I'm not sure if I'm going to go ahead with the initial plan of what i had.
This is the new idea i have been thinking about, it is a linear game but the tiles are going to consist of different commands and colors. For example a tile command could be like move 5 steps forward and then you land on a cage, that would put you in the cage until someone steps on the cage icon or you roll a 3. Colored tile would allow the player to draw a card from the power deck it would consist of some special movement. There's still so much to think about.


Monday, October 15, 2012


Five Stones is a game that i used to play it a lot when I was a kid. It has very simple elements and mechanics to the game, all you needed was 5 small triangle bags filled with rice and some friends. The objective of the game was to complete different tricks each level. Tricks were supposed to be accomplished with the rice bags. I want to incorporate that idea and make it into a board game.

For the board game that I want to make, I want to retain the basic elements of Five Stones by keeping the 5 rice sacks but including a timer element and a story line. It would be a 2 player game with the cat trying to eat the baby birds up.

Players have to get their baby birds to the nest because they have fallen off the tree and their mother would be back from searching for food for them. A cat just lying on a pillow near the tree has noticed that baby birds are on the ground and wants to eat them.

Goal of the Game
Players have to get their baby to the top of the nest with the most baby birds.

Objects/Attributes
10 Baby Birds ( 5 yellow baby birds/ 5 green baby birds)
1 Cat
10 bird rice sacks
Timer ( still thinking about what kind of time or timer)

Rules
-Cat cannot advance if timer is not activated or has not ended.
-All 5 baby birds can move on to the next tree branch if trick is successfully executed.
-If trick is not successfully executed and you miss a rice sack, a baby bird is left behind thus, activating the timer. Giving the cat a chance to eat the bird up.
Once time's up and trick is not executed properly, You lose a baby bird and the next player may proceed.

Mechanics
-Time
-Interactive element (Rice Sacks)

Game Play
To determine which player start first, determine it by playing rock,paper and scissors
Execute Trick 1 to move on to branch 2.
If player misses a stone during the trick, a baby bird gets left behind activating the timer for the cat.
In this move, you have to do the trick again successfully, once timer is up and trick is


Thursday, October 11, 2012

The Harvest

 by Dionne Phua

The Harvest is a 2 player card base hand management game which each player is running their own vineyard.


Goal of the Game:
 The goal of the game The Harvest is to be the first player to get 12 points of wealth with a requirement of with at least 4 knowledge points or 6 points of knowledge with a requirement of at least 5 points of wealth. If both players meet the victory conditions on the same round, the player who gets to the top of the wealth track wins.

Mechanics:

The Harvest is a strategy card based game that depend on its individual statistic of the cards.  The game play depends on how the value of the card is and how the player decides to use it to their advantage or to bring their opponent down. Player is bounded by 3 common cards that determine your play and a stack of common cards that you draw after each turn revealing a whole new value of card changing your next move.

Space of the Game: 
The space of The Harvest is a 2 dimensional card based hand management game however is largely controlled by the discretion of the players. The space of the game is dictated by the type of hand that you have and will draw in the each coming round. It is controlled on a certain number of values on separate sheets. 

Objects, Attributes and State:
The objects of this game are 14 power cards which are in blue and purple background. A set of 7 for each player and 76 playing cards which makes up for the common card deck. A scoring track for both knowledge and wealth, a research track with 10 spaces and a crop value track with 16 spaces. Each player get 4 pieces to represent them as they put around the board.

Actions:
Players puts a card into play to determine how much their piece moves along the crop scale or research skill.Players can also use power cards to affect their opponent or use it to their advantage in advancing in the game. Players get 3 power cards and 3 normal playing cards which would be used frequently. Depending on the statistics on the card,it could be used to bring the opponent backwards.

Resultant Actions:
Occasionally, the players would make counterintuitive decisions that would seem at a disadvantage to them but its another way at trying to win the game. For example, a player would lower their crop value in order to increase their research because their opponent is maybe close to harvesting. Players could use a power card or a special action to move their opponent piece so far up in the crop value that they are forced to harvest and end up losing points.

Rules:
Each player get 3 playing cards from the common deck and 3 power cards. The playing card from the common deck are split into 3 sections. The top part indicates how far along your piece moves along the crop value track, the middle portion indicate how far your piece moves along the research track and the bottom portion is either blank or has some kind of special actions to be performed.
 During the game, if the player's piece is in the harvest allow portion of the crop value track, you can choose to play a card with harvest written on the bottom portion. By choosing to do so, ends the round and you are able to move your piece up the wealth track based on the value of the crop that you harvest.You are not allowed to play a card that will make your piece go past the 10 spot on the research track.
Players cannot use power cards to win the game or before the first harvest. 

Skills:
Players learn how to use a bad card to their advantage, all is not lost even if they do not manage to harvest crops. Players learn strategy to place their cards to their benefits, they would develop the idea of future moves.

Chance:
The cards drawn from the common deck are random as well as the power cards that are given to you. 

Sunday, October 7, 2012

Micropul

The game I chose to play and examine is Micropul. Micropul is an abstract strategy tile-laying game. It is usually played as a 2-player game in which players take turn placing tiles and stones, stocking new tiles and claiming groups. 



The design of this game is rather simple, in fact, the designer used simple shapes and symbols like circle in different variations. For example, filled and empty circles, smaller circles and plus symbol. Don't be deceive by the simple design of this art asset, the game-play however is more complex then it looks.
Micropul is really easy to put together to enjoy, just print the above picture out and cut it into their respective boxes and you are ready to play. This tile laying game has unique little dots that have its own mechanic. Individual boxes all each have a symbol on them that serves a new purpose to the game play. I like this game because it is simple yet have a level of complicity to it,it is all about the strategy and placing tiles down to carry onto your goal. It's hard to make a game this easy but yet have a balance and it was actually fun playing it with another person.



First, we start off with a balance of 2 black and 2 white, with each player having to take 6 tiles from the core. The pile at the side is called the core, the rule of the game is to align the black circle with another black circle. You are not allowed to mix it with white, however, you can pair a black circle with a tiny black dot or a plus. The symbol and small black dots are known as the catalyst, the tiny dots represent how many tiles you can draw from the core. The plus is to allow you to make another turn at the game.

As the game progresses, your goal is to make a group of either black dots or the white dots, it will then become a open group as you keep making your group grow. Your objective is to try to make the group close, then you earn the point.




 This is an example of an open group that cannot be counted towards a point.


This is an example of a close group that would earn the player a point.