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.

Module Eleven: Basic AI

Module Eleven: Basic AI

* Copy write infringements.

"Mr. Roboto" by the Styx 1983

I cant get the flash player installed without errors on the machine.
I understand the overall Princeiples of the flash tutorial and the AI, butt he example drove me nuts. I would like to see this presented in a more professional manner. One that explained what you are looking for in black and white instead of a flash movie that I cant get to play all the way through. I will try to find another student to watch and create. 

Module Ten: Paper Simulation

Reverse engineer GALAGA


12 index cards of each enemy

4 Capture Cards
3 index cards of ship

2 6-sided dice




1 roll initiative

1-3 miss
4-6 hit

If a Capture card is flipped then one of the players ship cards is taken and when that boss turns up again and is killed the player gets the ship card.

When the player has two ships in play he always wins initiative.
Miss enemy card goes on bottom of deck.

Hit your ship card out of play another card into play.

Survival is the core game element.















Module Ten: Chapter Five Book Work

Module Ten: Chapter Five Book Work

Grand Theft Auto IV

Sandbox

I have always like the term Sandbox to describe the type of game where you have the feeling of freedom to explore or exploit the gaming environment. To me a non linear "sandbox" is the best way to create a game with RPG elements and a feeling of emersion. Triggers placed in the game will set into play events or actions that will effect the sandbox experience either adding to or taking away from the players enjoyment. In my original game I would have to start with dynamic world, one that lives through actions and cycles even if the player doesn't interact. If the player aids or hinders these actions the play environment would change. This would start with a large play area/areas, to me Sandbox means Non-Linear, this may not mean the same to all but I do not see how a linear Sandbox could work, in my eyes its an oxymoron and a waste of resources and time to try to create this type of mechanic. I can see the need for game "paths" visible or invisible interactions that pushes the player in certain a direction in the form of quests or story. The end result may be some sort of character cap, in level or the end of a main story line, but the replay element would be there as you could play it a different way each time you loaded it up.

Module Nine: Dice Game

Module Nine: Dice Game

Battle Bones

Six, six sided die make up the Battle Bones Set.
(Keep them in a pouch for fun and function)

Undead warriors clash in a battle of Bones!
Teams or a free for all will work rules are the same.

One dice determines initiative

Another keeps track of hit points and is used as a counter.

Set the counter to six.

Roll a die for initiative.

Highest roll starts the battle

Attacker rolls 5 die adds total to the initiative roll
Defender rolls 5 die (excludes initiative roll)

If attackers total is higher then the defenders total an attack gets through

The attacker would then roll one die for damage

A roll of:

1-2 = 1pt
3-4 = 2pt
5-6 = 3pt

The defender would then take the damage from the counter dice

Then the defender if still alive attacks following the same progress over again starting with the initiative roll.


(15 minute Tweak)

Damage was reduced to:
1-3 = 1pt
4-6 = 2pt

* Initiative dice added to winners pool for attack roll.

Module Nine: Design Chemistry

Module Nine: Design Chemistry

Depending on the size and scope of the game a design team should be that, a team. Now this team can be broken into groups of teams, for example if I were making an RTS game I would have the programmers in a group, the artists in a group and the designers in a group, all of these groups would be connected by a lead, and like a Venn Diagram those leads would become a group who made decisions and choose directions that would be taken back to the corresponding groups for completion. The lead group would be instrumental in prototyping the game. The design group for example would give the plans of the levels map to the artists and they would work from them creating assets, those assets would go to the programmers and so on. The overall balance and work flow of the group would be determined by the size and type of project.

Module Nine: Prototyping

Module Nine: Prototyping

Prototyping is a fundamental aspect of creation and testing a design, this allows you to visually see the spatial aspects of the game, the layout and visual quality. Multiple prototypes may be necessary to tweak certain aspects of the game. Prototyping just the map or course of the game to see the flow, be it from dice rolls or cards, the progression through the map or maze is crucial to the over all balance of the game. If it is dice driven then this will need to be tested for the obstacles and bonus spaces the map may have. You may need to add an additional die to the game to balance movement and statistical or tactical achievements or pitfalls. After all you can not play test without some sort of prototype, so get busy with the paper and glue.

Sep 5, 2010

Character Development

Meet Juriah


As the son of a blacksmith Juriah grew strong, and at twenty standing at the forge with the reflection of the embers making his blue eyes glow orange, he faced the his biggest challenge to date. Today was the day he was to craft his family sword from the steel and fire that had forged him into the muscle rippled man he had become. Pulling the long black locks of hair that fell in ringlets on his shoulders, into a pony tail, keeping it out of sparks grasp, he hefted the steel blank from the adjacent barrel and using his tall frame he laid it on the bed of smoldering embers. With his other hand he reached to the anvil and grasped a large hammer, his favorite, the one that will start crafting this glowing rod of steel into the weapon that would shape his future in ways he could not imagine.

As a boy he would craft swords from sticks or whittle them down from lumber with an old hunting knife, waiting for this day, the day he would forge his own and take up arms for what ever life had in store.

With his fathers careful direction he began to hammer the glowing rod into the shape of a mighty blade, working it like a sculptor would clay the rigid properties of the steel became pliable and its shape was well defined. When he pulled it from the embers and cast it into the cooling barrel with a hiss of steam he beamed at his father, and his father looked on proudly as his son had created one of the finest blades he had ever seen.

Chapter Four Book Work

After reading chapter four I settled in for a few hours on the couch playing some games and observing the characters in each. In each of the games my character was the hero of the narrative, actions I did along the way impacted the world around me in the form of altered quest lines and difficulty in puzzles and or combat, depending on the game. All of the characters had a similar relationship to the game world and that tied in with them being very much alike but placed in different Genre. The fluid movements created by the animator made the world seem that much more real, the way your character reacted to the elements or even to the movement around the maps on different vehicles or terrain grounded the player to the world that was created. This is crucial to the mechanics that are built on the ability for your character to manipulate the game environment.

Game-mechanics examined

I think that the marketed games of today that attempt the "sandbox" style are paving the way for the next generation of free style games, that will allow the player to immerse him or herself in a world that seems more alive then most. I also agree with the writer that the games attempting that today do feel more like a job then a game. Spending hours gathering the skills needed to mine or harvest materials needed to create an in game tool such as a weapon, then being killed after five minutes of play and loosing that weapon, leaves most players of that type of game with a bad taste in their mouth...

Accessibility

This exercise allowed me to fire up my old Galaga machine for some play time.

The controls on this classic arcade game were left and right using a joystick for basic movement and a big red button to fire. The simplistic nature of the controls and the overall ease of use made it very easy to master. I played the game for some time warming up, then I got a stool and sat at the game and played for ten minutes with my feet. I did not get as far in this manor but I was able to play the game for the full time.
Blowing the dust off of the top of the machine I located the recessed button that turns the monitor on and off on the cabinet, needless to say I did not get very far playing blind. If the joystick had the ability to allow some kind of audible feedback or vibration to allow the play to know when a ship was in view or when a missile was heading at you the game could be playable with impaired vision.
The next challenge was to beat my neighbor with one hand tied behind my back. This was done with some difficulty but using my left hand I sat on the stool controlling the joystick and with my right bare foot I pressed the fire button. The easy remedy to this would have been to place the fire button on the joystick for an easy one handed operation of the game.

Chalk Free Play

Was the game a challenge, fun, entering? Why?

It was challenging to keep me interested long enough to complete the assignment, this is not my type of game nor do I fall into the age group I think this would appeal to the most. I had no reason to care or no desire to aid the little character from her chalky dilemmas. I on the other hand would have had a much better time trying to capture the intended player as apposed to moving her through the obstacles.

Does the game have replay value?

If I were say 10 there maybe some replay value, but that is subjective as some may enjoy this immensely. To me there was not enough staged puzzles, other then the mini boss and main boss. The rest just seemed rather bland, even the boss battles had little to no thought on how exactly you could beet them.

Is the game story driven or game play driven? Explain your opinion.

As there was no textual story coupled with the fact that a stylized girl was moving through stages that seemed more like abstract dream sequences rather then a well designed level would lead me to believe this was driven by game play. Even though the game play was not my cup of tea the planning was there and the execution was done well enough to get the hang of what was needed easily enough.

How was the game's presentation? (Graphics, sound)

The sound and game style seemed like a nostalgic throw back to the early days of console gaming. The creator defined a style in his art assets and the sound bites he used to create the game and did that part well, the overall style chosen complimented the simplistic nature of the game itself.

How are the controls? Describe the games feel.

The controls were intuitive but redundant which made the game feel quite hollow. The constant clicking and dragging, while created as a part pf the "chalk board" adventure was just to repetitive and for no clear reason.

Any other special features you enjoyed?

No

If you could change one mechanic, what would it be and how would it affect game play?

The one mechanic I would change would be the course in which you navigated as the player. There was no real labyrinth feel even though you were assaulted buy strange chalk creatures there were now boundaries. The ability to change direction, say go up if the maze allowed for that would add another dimension of depth that was lacking in the whole experience.

On a scale of 1-10 how would you rate the game? Why?

I would say a solid four. The overall execution was there, effort was placed in the game and its creation, but it lacked so much for me to see it as a repayable title. Unlike Desktop tower defense, where I could play for wave after wave and kill copious amounts of time at work.

Module Six "Chapter Three Book Work"

Chapter 3 Review Question One

The subject today is Darkfall an MMO that is full on PVP in first person, this is a departure for most MMO's are played in third person. The key to making this game unique is the first person experience. The field of view is kept as close to true as possible this allows for the ability for stealth and the overall feel of the hunt or hunted to generate a certain amount of anxiety. If I were to redesign the system using the standard third person view port the field of vision would allow the player to see all around his avatar and the dynamic of the game would be shot, stealth instead of actually using cover and distance so as not to be seen would be replaced by the player using stealth to seemingly disappear except to those in the party. You also move into the point, click and attack mode the third person games seem to rely on, instead of the twitch based combat found in the first person MMO.

Module Five "Journal One"

London 1910 Dominated by the first world war, you take on the role as an orphan, raised by the clergy. Fascinated by the stone relief of a family tree, you wonder what grand tree you are a part of, constantly tracing with your finger over the different branches, lost in the daydreams of an innocent child. One of the windows in the church always reminded you of your station in life, a tree of its own but a tree of divine right, with the powerful men at the top and all of those that give their life and lively hood arranged neatly below, strangely sharing the same sun that illuminates the shards of glass, just like the ground they will all share in the end.
Your first few years in the orphanage shape who you are but the longing to know more about where you came from drives you to seek answers. The years pass quickly and as you approach the age of 14 war rears its ugly head, aerial bombing and id cards become the norm. For the next four years you use your knowledge of the streets to help you with your job loading munitions wagons and leading them to the docks for load on transports. It was at these docks you became obsessed with a life and endless freedom the open waters represent. Making up your mind at 18 you steal away on a merchant ship heading for the New York, leaving the empty life of an orphan behind, you take your only belongings, the etching you made of the family tree, a sketch of the window, the memories of the orphanage and the clergy that raised you, and make your way to America... little did you know what was to await you there.

Made Man, a search for identity leads to the rush for power on the streets of New York in the 1920's

Genre Vs Type

I think its important in any growing field to establish ground rules and terminology as part of the foundation. As the gaming industry grows, different fields of thought will immerge. The Difference in Genre and Type the article illustrates is very clear, I would have to agree with the categories put forth in both the genre and type. Keeping the game industry inline with the film industry is a wise move as the two cross. Genre as defined is a class or category of artistic endeavor. As the atmosphere, time period and other examples of the game environment fall into the artistic category its hard to argue that this would be considered as type. The type refers to more to the mechanics of the game, viewpoint from which it is played i.e. first person or third person, movement, flow, all of these help build the type of game not the genre.

Aug 22, 2010

Module Four "Free Play"

BJ Case 1: In Search of the Skunk-Ape

Was the game a challenge, fun, entertaining? Why?
Well, the game was a challenge to get running due to the dated resolution, my monitor would not support such a low configuration, so I had to do some adjustments internally. The style of the game was that of kings quest, change the cursor icon to do things like walk and look, talk etc. it was antiquated and clunky, there was no challenge to speak of, and its dated nature and blandness took away form the entertaining aspect they were trying to create.

Does the game have replay value?

No replay value whatsoever, once completed you could go through the same steps to complete it again. It seemed as though the author tried to created a statement regarding the wetlands in Florida and create a mystery revolving around some murders and a smelly ape legend. None of which were pulled off in a way that it could be replayed and a new outcome reached.

Is this game story driven or game play driven? Explain your Opinion.

The game is very much story driven, humor is peppered in the conversation with different actors in the game as well as clues you can keep in your notebook. Items you find along the way are kept in your backpack and a narrator explains what each item is when the appropriate icon is selected.
How is the game's presentation? (Graphics, Sound)

The Graphics and sound were very dated, the voiceovers were a nice touch but the recording had pops and breath end them that should have been removed in the editing process, the graphics were like 32 color and very blocky, time was obviously taken in creating the graphic set and syncing the voice over and mouth movement. Had the title been release on the Commodore 64 it might have been passable.
How are the Controls? Describe the Game's Feel

The feel of the game lacking any real weight. You navigate through the game by point and click after selecting a mouse icon that reflects what you want to do, i.e. look at a map hanging on the wall choose the eye icon and click the map.
Any other special features you enjoyed?

The notebook feature was a nice touch allowing you to write your own notes, but the depth and length of the story made it an unnecessary feature.
If you could change one mechanic, what would it be and how would it affect game play?

Upgrade the engine allowing a smoother animation sequence and a more diverse graphics pallet, particle effects, sounds and a depth that was missing in the game.
On a scale of 1-10 how would you rate the game? Why?

I would rate the game a 4 for a number of reasons, no lower then that because of the obvious work placed in the construction of the game and the thought put into the overall environmental message, no higher because the nature of the game and construction almost made it unplayable, and if its not playable the message the author was trying to convey is lost.

Module Four "Chapter Two Book Work"

3. Changing development process to cope with restrictions.

Restricition examples:

Game rating
genre

My hypothetical original game idea would have been a first person shooter, the mechanics were outlined and overall theme established, but the powers that be indicated that its audience would be a specific age demographic locking the ESRB rating to teen. The powers also came back with a genre that did not match the original concept of the FPS, so we are looking at two restrictions that need to be addressed. The original process would need to be revisited and a new feel set for the teen ESRB rating, further research into what is acceptable material to keep the teen rating would need addressed as well as the genre in which the game is to take place. Addressing the Teen age bracket may reflect on our art set and story content as well as type of genre the game will take place in. Say the first thoughts pitched were a cops and robbers game, some of the content would have to be tamped down so there would not be some bloodbath shoot out but more arrests and escapes style of play so the genre would go from the gritty good guy bad guy shoot'em up to a more subdued keystone cops, campy funny feel.

Module Three "Game Play and Control"

I had waited quite a while for Larian Studios to release Divinity II Ego Draconis. I was excited to settle into the world they created and I wasn't disappointed, promising some 60 hours of game play and over 180 quest they seemed to deliver right away. The overall feel of the game while seeming rather linear did a good job with emersion. The creatures created were fun and although not that unique had their own quirks that bound them to the title. The controls were intuitive and worked rather well with the layout of each level, seamlessly transitioning from the exploring mode into the combat mode when needed. I got hooked on this title right away with the story driving me to a point I would actually be able to become a dragon, take flight and wreak havoc. about 15 hours and several game levels in I reached the point where take and control the dragon form, disappointment set in as the flight of the dragon did not match the animation, meaning the animation was very nice and reacted to the controls set in place but the overall feel of the flight was way to smooth and quick, it did not seem to take into consideration the mass and size of the beast and how it would have to bank and soar, it felt hollow. They also decided to keep your ability to become the dragon designated to certain areas of the map with no reason as to why you could take the form is some areas and not in others. While on the map in human form and going through the quests you have ground based combat and npc (non player characters) on the ground, if you then decided to take dragon form and swoop into attack say an army of bad guys... well they just disappeared, unable to interact with the dragon and visa versa, leaving dragon form and landing on the ground revealed the army was still there. They broke emersion and the cohesion of the game, where the game play overall was polished as well as the mechanics, they failed with some of the design choices and limitations turning the feel of an very nice and beautiful RPG to an arcade feel in dragon form.

Module Three "High Concept"

Oceanus

Michael Pliaconis


High Concept

Trapped in a realm of myth and fantasy based on the underworld of Greek mythology, you must escape Oceanus and make it to the last spot on the
Ferryman's boat to the living.

Features

Large board with many surprises for the players to discover, from creature cards
to coins no game play experience will be the same.

Dice are used to command the players game pieces around the board, as well as cards put into play by specific spaces on the game board.

Choose between four uniquely designed play pieces to represent you as you travel through the rings of the underworld.

Two decks of cards used to trigger events laid out on the board will offer the players boons such as protection from hazards or coins to pay the ferryman or pitfalls such as loosing a turn or even the spawning of a ring guardian that can threaten all those in play on that ring.

Player conflict as one player occupies the same space as another a challenge mode takes place. Challenge modes will result in one player moving back spaces or loosing coins.

Player Motivation

Players try to battle through the nine rings to the Ferryman at the end, first player to reach the Ferryman and pay his toll wins the game.

Genre

Greek mythology

Target Consumer

10 - 12 year old fans of the Percy Jackson series, Harry Potter and others of this style that are looking for a new way to explore the myth and competition of this genre.

Competition

None found

Unique Selling Points

Ability to combat players to advance

The collectability and need to hold pieces that can be taken or lost

Large board and player pieces

Cards that reveal hazards and boons

An exhilarating race through the underworld

Boxed board game great for a rainy day or sleep-over.

Design Goals

Well thought out board game whose mapped spaced create a flow that is unique

An art set that creates an atmosphere and personality, not just tokens to move

A board game that is different each time you play

Characters

Each of the player tokens will be a character of myth and legend and have his or her on story as to why they need to escape to the land of the living, each may have a unique ability that may allow bonuses to certain aspects of the game play mechanic.

Module Three "Introduction to the Game Design Document"

Design Documents

After reading the article by Ernest Adams I can say I am sold on the need for design documents on any type of game or project. I understand the case put forth that it not only keeps all members of the team on the same page, but also helps outline the initial goal of the project and acts as an armature to build on. Understanding that the original idea can change as each stage of development is reached it still holds the focus on the original task. Using a design document for the board game will allow me to keep the overall project in check, I can reference the original idea and stay in the scope of design I set forth in the document itself. Just like and outline for a story or paper or an armature for a sculpture, the documents will be the backbone that will aid in keeping the project on track, allow me to convey the idea to others and offer a common ground for discussion and planning.

Module Two "Blog Game Review"

The Guild 2 Pirates of the European Seas

Today I will be reviewing the game The Guild 2 Pirates of the European Seas, a very addictive dynasty game by Jowood Studios.

Game play ****

Choosing the dynasty mode I set out the create my family, you can choose from one of five archetypes, Patron will take you down the path of a tavern owner and an Inn, the Craftsman will allow you have a carpentry business, rouge a robber barren and scholar will eventually hold a church. For today's review I will be taking on the roll of a patron. First step after character creation is to establish a title, titles are bought at the town governmental building and are needed to advance the buildings and houses you own. After the title is established you can start by buying or building a bakery, why a bakery you ask, well you have to have something to sell. All of the buildings you can buy as a Patron directly reflect goods needed to run your common house, which will evolve into an Inn. Bakeries provide bread while fishing huts allow for different dishes to serve, farms provide grain, milk, and other goods needed in the bakeries and other shops at different levels. The pace of this game is very slow but can be sped up with the (-) and (+) keys. The over all object is to start with your main character, take a wife, have some kids (the children will replace your main character eventually, as you or any of your offspring can be murdered, die of old age or disease) You will play through many generation in the course of this game.

Graphics ****

The graphics are stylized and a pleasure to look at, the studio did a great job capturing a feel and cycle of life in a growing town. While not greatly detailed it wasn't really needed because you are playing in a "god" like mode moving and rotating around the town but they are more then adequate to create a good feel.

Sound ***

They captured the sounds of each area you move through while playing the game, the tavern brings in all the sounds you would expect from visiting, as do the farms and even the streets of the game.

Story ***

Story is created by the player, there are ever-present goals needed to reach to expand your dynasty but most of the story is left to your imagination. For example while playing a rouge I found the other family dynasty in my town that had beaten me to establishing a thieves guild, so I stalked them and took them out by killing off each of the members until their dynasty was no more, thus allowing my to purchase the run down thieves guild at a bargain.

Learning Curve **

This game will not be for the casual gamer as the curve is quite high, there is allot to balance and micromanage, if that isn't your thing then you might want to avoid this title.

Control Scheme *****

The control scheme is intuitive, rotating the camera and clicking, selecting and moving your members was very well thought out and fluid, which makes the micromanaging of your dynasty much easier.

In conclusion I would give this game 3.5 tokens. The overall scope of the game and ease of uses is amazing, while the micromanaging and pace may turn some players off.

Module Two "Chapter One Book Work"

Chapter One Book Work

Question 2 Game play mechanics across different platforms.

Page 30 GALAGA

The look of the game as it travels across the different mediums may be the same, but as it leaves the 200 lb shell of the standing coin-op arcade game and takes on the form of a handheld game or one that uses the controllers of a platform game, the feel of it can change entirely. I will be using the game Galaga as an example. Falling in love with this game in 1984 I can remember waiting all week for my parents to take me to the restaurant on the weekends that had this game. My father and I would pump quarter after quarter in and play for hours while my mom rolled her eyes at the booth. Galaga has held a special place in my heart ever since, so naturally as I grew up I picked up the title on each of the platforms I have had, from the Atari to the PS3. Each port of the game, while looking and playing the same was missing something. Moving from a large joystick to a small hand held joystick with one red button of the Atari or to ergonomic thumb controllers of the later platforms just didn't seem to work for me, was the magic gone? I wasn't about to think so. While searching Craig's list last year I found and interesting title "Moving Arcade games for sale" after opening the my eyes quickly found the word GALAGA and promptly called. Luckily the listing had just went live and before long I was on my way to purchase the full size coin-op of my favorite game. After getting it home and setting it up in my office I quickly realized what was missing from all the later incarnations of the game, the tactile sensation and emersion of walking up to an unmoving monolith of entertainment that dazzled the senses with a marquee light, sounds that made you curious and pulled you into the experience that is interfacing with a full size coin-op. No other platform could capture this, the hand held was to small, the platforms allowed you to sit in a comfortable position some feet away from the screen removing the over all feel of a confrontation, nothing could capture what the designers of the original game had designed into the "Arcade Experience" Walking up to a game dropping a quarter in and expecting the challenge, as large as the player it felt like a wild west show down, you and the machine, taking the full size stick in hand and large buttons being pressed franticly, you were in the moment. In conclusion some games even though the graphic and game play mechanics are the same on each port, can loose the overall experience of the original game, each incarnation after the first was an attempt to capture and preserve the nostalgia of the arcade, but could not pull it off because the fundamental experience had changed.

Module One "Fifteen Minute Board Game"

The path on the printer paper was nine rings radiating out form a single space in the middle that is the starting area, the rings are broken into spaces and connected to one another by bridge spaces that allow you to cross from one ring to the next, exiting the last ring is one bridge to a dock space, first player to reach the dock space wins. The rings hold spaces that are good to land on or bad to land on, one may reward you to advance, give you a boon, the others may cause you to loose spaces or even rings.

The game is played with 2 6-sided die and I used pennies as movement tokens.

Objective is to leave the center Island and reach the dock first by moving clockwise around the board.

Highest roll goes first, player rolls the dice moves that number of spaces out of center island onto the first ring clockwise.

Conflict roll off.
If the players land on the same space they have a roll off, each player rolls the dice highest number wins, winner then rolls one die and the loosing player has to move back that many spaces.

First player to reach the dock wins.


( I tried it again taking some of the notebook paper and made "cards" that held boons or pitfalls and added spaces that would ask you to draw from a deck)

Aug 18, 2010

Module One "Final Project Idea"

Oceanus

My final project will be the 15 minute game taken off of two pieces of note book paper and the scraps I used as cards and evolved into a polished playable game. I will look at each of the nine rings, take in consideration the balance of card spaces as well as the flow of the game. Art assets such as the board, cards, movement pieces, to name a few, will need to project a cohesion, a certain "feel" or "flavor" so the game can build in an atmosphere even though it will be played on a board. Loosely based on Greek mythology the feel and look will pull from this genre, the cards both boon and pitfall will reveal snippets of an overall story or theme. As the game is developed and play tested moving toward the final product certain aspects may be implemented or excluded as the flow and feel take on their own life. Wish me luck.


Between the world of the living and the world of the dead there is said to be great rivers that ring the underworld and wind through lands of dread, can you escape the nine rings and cross the river Styx to the realm of the living?

Your Quest start in Oceanus (center of the board) you then make your way through the nine rings to the river Styx, if you have picked up enough coins along the way you can pass back into the world of the living.


The board game has 9 rings radiating out from the starting island "Oceanus" the rings are divided into spaces, certain spaces connect one ring to another, these are called bridge rings. Certain spaces are designated as "pitfalls" or "boons". There are two decks of cards, one for the Pitfall space and the other for the Boon space. The pitfall stack would have cards such as "move back x spaces" or "loose a coin" etc. The Boon stack would hold cards that awarded a coin, protected you against certain pitfall cards or may even allow you to steel coins from other players while occupying their space.


The game is for 2 to 4 players, each player would roll a six-sided die, highest number rolled leaves Oceanus first. To leave Oceanus the player would roll two six-sided dice taking the number rolled and moving that number of space, first moving on to one of the four bridge spaces leading to the first ring, you can then travel forward or backwards in the rings. Each player does this traveling around the board trying to collect and hold onto their coins to reach the Ferryman.


The 9th circle exits to a dock on the river Styx, you must have collect 2 coins to pay the ferryman that resides at the dock.


The first player to enter the dock space with two coins wins the game.


Excerpt from a journal found on Oceanus:


"...what is this unearthly haze that obscures my vision enshrouding me in apprehension?

The dreams of man are reflected here both strange and horrific, the air is poison to the taste and corrupts the sweet essence of the soul, making it black and filled with hatred.

I know not whether I am dead or alive but only that I exist. With each new day lost in the rings of this abyss I can only reflect back to a time of knowledge, an age long since past in a world that was warm and full of life, for the world which surrounds me is cold and barren..."