Oct 10, 2010

FINAL PROJECT

OCEANUS
2010 M.P.PLIACONIS

Module Thirteen Cards and Dice

Diamond Mine

2 player game

Deck is shuffled and each player is dealt 14 cards place the remaining cards in the deck  face down. This deck is the "MINE".

A die is rolled to see who starts, highest number starts.

The winner can then arrange his hand and place any diamond he has face up on the table.

The other player will roll the die to see how many cards his opponent must discard.

These discards are placed face down in the "Rubble pile".

Then the player whose turn it is rolls the die and "mines" that many cards from the MINE deck.

Then the cycle passes to the other player.

So...

1. Shuffle deal 14 cards each.
2. Roll die to see who goes first.
3. Winner places any diamonds on the table in play.
4. Looser rolls to see how many cards opponent discards.
5. Discards placed in "Rubble Pile" face down.
6. Winner rolls to see how many cards are mined.
7. End of turn.

8. starts over with the other player.


First player to place 5 diamonds in play first wins.

Module Thirteen Chapter Seven Bookwork

When playing a game nothing breaks the immersion like save points. To me it doesn't matter what kind of game it is, RPG, Cinematic FPS as long as you have to reach a certain point or environmental object to save, the game is broken, if it has a save option you need to have the ability to save at any time. I can not begin to tell you the number of games that started off awesome, but because the mechanics of the save featured made you reach a certain point or in-game item to save, ruined it for me. Example, Tomb Raiders early titles, once you run a gambit in the game only to die right before reaching a save point and realizing you have to do it again and again before finally reaching a glowing crystal or a typewriter or some mark in the environment just to save, has totally killed any immersion the creators of the game took the time to make. Free save points would be my save of choice, save anywhere outside of a combat situation and you do not disrupt the flow or the emersion nearly as bad. The balance comes in with the non-combat save option.

Sep 26, 2010

Module Twelve: Movie Madness

Module Twelve: Movie Madness

Excalibur
1981 - John Boorman

"Forged by a god. Foretold by a wizard. Found by a king."

This would be an RPG/RTS where the player takes on the role of King Arthur, trapped by illness in his castle surrounded by dying lands you would send out your knights on a quest for the holy grail. Each of Arthur's Knights would be controlled by the player and responsible for bringing back some portion of the kingdom into repair and uniting outlying villages and fiefdoms to the kings Cause. Once all of the nights have completed their quests and united the kingdom the grail will be brought to the king and restore him to the ruler he once was curing the curse/ailment then with the army of the kingdom behind him you ride to battle against Morgana and her allies for a large scale battle.
Two aspects of Game play. Overhead kingdom sim/rts where reclaimed assets of the kingdom generate ore, food etc to slowly build and army. RPG aspects where each knight completes quests gains levels and special abilities and gear to become generals in the army for the final battle.

Module Twelve: Chapter Six Book Work

Module Twelve: Chapter Six Book Work

Question 3.
After playing Dark Fall for a few hours, concentrating on the melee aspect of its combat system I found it rather addictive. They use a skill base system so the more you use an item the better you get with it, the items use is effected by abilities and attributes. So the more you mine stone for example the more your strength increases and the more damage you due with your weapon. The more you swing your sword your sword skill increases thus allowing you to hit more often and increases your chance to do a critical hit. The combat is "Twitch" based meaning you do not click and highlight your enemy, you have to swing your sword at your enemy and try to hit it, the better you get within the skill you unlock combat skills that you can activate before you try to hit the opponent. Every battle is a chance to improve your character and master the controls needed to be an efficient fighter. Other then a few mechanical tweaks and a lay out changes I think they have a pretty sound model.

Module Eleven: Card Game

Module Eleven: Card Game

Four Player Game
Goal is to assassinate the king of the suite or to capture the enemies kingdom  
King (controller of the kingdom)
Ace (assassin only thing that will beat a king)
The deck of cards is divided into royal families and their subjects.
            (Royal Mini-Deck)
(all of the Clubs, Spades, Hearts, and Diamonds are separated into these Royal Mini-Decks)
These mini-decks will have a royal family (Jack, King, Queen)
An Assassin (the Ace)
Guard ( 10 )
Subjects (all other cards) (numerical value = strength
Cards are shuffled and the Royal Mini-Deck is placed face down.
Every one flips over the top card highest card wins.
             ( so if some one flips a king and every one else flips over subjects the king wins taking       the others cards placing them into a captured pile, all won cards become subjects, all     royal family cards captured become guards, {worth 10})
All captured cards are place face down in a separate pile
Aces beat everything accept other aces, if more then one player turns over an Ace they "retreat" going back in the players Royal Mini-Deck on the bottom.
If the player flips over a king and another flips over an ace then the king is assassinated and that player is out and the kingdom (the loosing players cards, both the Royal and Captured) go to the winner and are placed in his captured deck.
Once the Royal Deck is emptied the captured deck is used until all players kings are dead or all the kingdoms are won by a single player.

Module Eleven: Character Development Revisited



Module Eleven:  Character Development Revisited

"A character in a game is never just the character, but the character in that
particular world, designed to compliment him or her, and giving
sensual shape to his or her existence."

Continuity in design seems to be the theme here, you would not have a character set in a medieval world with machine gun skills or demolition skills, the character would need to seamlessly exist in the environment in which it is created. Take WOW (World of Warcraft) now move all of the races into a space race, where technology and magic create a way to traverse and conquer the stars. The characters would need a different set of skills to navigate the new world, mounts would be replaced with vehicles both interstellar and on-world based. New combat skills would need to be added to utilize the advances in weapons or focus items for magic. Races would have advantages and disadvantages such as Gnomes and Dwarves, Humans and Orks. The total feel of the game would change and the characters abilities and skills would have to reflect the changes. Even the models would have to change graphically to reflect the evolution of the race/character type into the technology based futuristic WOW.