Saturday, April 17, 2010

Game Design week 14 homework

P-1:
The video game I will create a board game prototype fire emblem. The level I will be prototyping is the first level of the sacred stones. The prototype will recreate the battle as it is played in the actual game.
For this prototype the player must have 3 items to represent 2 bandits and a leader, and 2 items one to represent Erika and one to resent Seth. The player must also have two ten sided dice or a hundred sided die and some way of recording the hp of each of the 5 combatants.
Below is the map used for this game. light green represents open, dark green represents forest, while brown represents mountains and blue water. Blue circles represent set up points for the player, red circles represent set up points for the bandits. Place Erika on the lower blue circle and Seth on the higher blue circle. Place a bandit on each the forest and the red circle beside the forest. Place the bandit leader on the isolated red circle. Erika starts with 16 hp, Seth starts with 13 hp, the bandit lord starts with 24hp the bandits start with 22 hp.

The player and the AI take turns acting, in a turn a player can:
Move Erika and Seth:
Erika moves 5 squares over open terrain or forest, but each forest square costs 2 movement. Seth moves 8 squares and must also pay 2 to move over forest.
Attack with Erika and Seth:
If Erika and or Seth end up beside bandits they may attack. Use the chart below to determine their hit chance and damage:

Hit Chance Bandit Bandit Lord
Erika 100 100
Seth 100 100

Damage Bandit Bandit Lord
Erika 7 x2 10
Seth 18 x2 21 x2

If the bandit is in a forest tile, reduce the player’s hit chance by 5 and damage by 1. To determine if the player hits, roll the percentile dice (two ten sided dice, one representing the “tens” one representing the “ones”), if the roll is below or equal to the hit chance, the attack hits, reduce the bandit’s hp by the damage. If the bandit’s hp drops below 0 remove it. If the bandit is not dead after the attack (no matter if it hits or misses), he will attack back with a hit chance and damage as shown below, if this reduces the player below 0hp the player is removed. If the player has damage x2 they can attack again after the bandit, presuming they are still alive.
After the player is done moving and attacking the bandits move and attack according the following rules.
Bandits move 5 squares, paying double for forest. Bandits will always move towards the Erika or Seth, whichever is closer. If a bandit can move to a forest and attack Erika or Seth they will. The bandit leader will not move unless both bandits are dead.
Bandits attack the same way as Erika or Seth, using the hit chance and damage shown below. After a bandit attacks the player has a chance to attack back if he is still alive.
Hit Chance Erika Seth
Bandit 39 25
Bandit Lord 47 33

Damage Erika Seth
Bandit 9 2
Bandit Lord 10 2

The game ends when either Erika or the Bandit Lord is slain. If Erika is killed the player loses, if the bandit lord is slain the player wins.
P-2:

Game Development CCG
The premise behind this game is to create and control your own team of game developers and win as many contests with it as possible. Each player starts with their own customizable deck consisting of game developers, contests and special cards.
Game developer cards will display a name and the abilities of the developer rated A class to C class. For example: Paul, Programmer class A, Storyline design class B, Social skills class C. While a game developer card can have up to 3 skills, every developer possesses social skills to some extent. Other developer skills include: Graphics artist, Sound artist, Marketing skill and Researcher.
Contest cards are the goal of the game, Each contest card will specify requirements to win it and a fame value. Here are a couple examples of contest cards. Life Love game design contest, requires 1 Graphics artist class A, 1 sound artist class A, B or C, 1 programmer class A, B or C, 1 Marketer class A or B, 1 social class A, 2 social class A or B, Gives 1 fame. Each developer may contribute multiple skills to a contest, for example a developer with Social class B, Sound artist class B and Marketer class B could be the sound artist, marketer and one of the social developers for this contest. Game fair: this contest gives 2 fame to the player with the highest total social skill when this card is flipped. For purposes of this card A class counts as 4 social skill, B class counts as 2 and C class counts as 1.
Special cards grant a player a onetime effect that either helps them complete contests or prevents the other player from doing so. H1N1: any programmer from a different player goes into quarantine, remove it from the game. and Stroke of genius: all programmers, marketers, graphic artists, sound artists, and storyline design artists count as class A for one contest. Once a special card is used it is removed from the game.
Game play:
To start the game both players draw 5 cards from their deck, the first player does not pick up a card on his first turn. Turns then commence as follows:
Step 1: draw card. One card is drawn from a player’s deck face up, if it is a contest it is placed in the middle of the table until one player wins it. If it is a developer or special card it is added to the player’s hand. If a player cannot draw a card due to him running out of deck, he loses.
Step 2: play cards. A player now plays any cards from his hand. If a player plays a developer and he already has 4 developers on his team he must replace one of them. If a player plays a contest card it is placed in the middle of the table until someone wins it.
Step 3: complete contests. If a player meets the requirements for any of the contest cards on the table, he may complete them and earn the fame described on the card. When a player reaches 10 fame he wins.
Deck building guidelines: A deck must consist of 30 to 40 cards, with a maximum of 1 copy of each programmer and a maximum of 10 special cards, of which no more than 3 copies of any card can be used.

P-5:
UOIT life 101
This board game was designed to simulate life as a UOIT student. The point of the game is to go to as many classes as possible, while fitting in as much social time as possible. To qualify to get to the next class, a student must first eat, sleep and do homework. To play this game you must have a six sided die, a deck of cards, a small object to represent each player, the game board and some way of recording how much social time, eat sleep and homework each player has.
The game board:

All players start at class, players take turns in a clockwise order. On a player’s turn they roll a die and may move that number of squares, however if a player lands on a big square, he automatically ends his movement. Players may move diagonally, but must follow the 1way arrows as shown on the game board.
When a player lands on the homework square, he has completed his homework, a player must complete their homework before going to class.
When a player lands on the eat square, he has eaten, a player must eat before going to class.
When a player lands on the sleep square he misses his next turn, but has slept. A player must sleep before going to class.
When a player lands on the transit square he draws 4 cards, these allow him to chose to move a number of squares instead of rolling on a future turn as detailed below: diamonds allow a player to move 1 or 2 instead of rolling, player’s choice, clubs allows the player to move 3 or 4 without rolling, hearts allows the player to move 5 or 6, spades 7 or 8.
Squares marked S represents some social time the player has fit in, increase their social score by 1 for each square marked s they land on.
Class is the start and end point of the game, if a player lands on the class square and has done his homework, eaten and slept he gains 3 social score and must eat, sleep and do his homework again before going to class a second time. The second time a player lands on the class square and meets the requirements, he gains 4 social score and the game immediately ends. At this point the player with the highest social score wins the game.

Part 2
Passage is a 2d game that avoids using words while describing the life of a man. Despite the simple 2d graphics, and controls only for movement, not even allowing the player to jump, or even switch place with a character that they can pick up on their journey, the game hides many deeper meanings. If a player chooses to he can walk from left to right, meet the love of his life grow old and eventually die. However even this has more meaning then it first appears. While the player moves forward farther than he has progressed yet he gains score, to represent the value of living life in general.
When the character is young the right side of the screen is hazy, this represents how at the beginning of your life you don’t know what is in store for you. As you progress through life this haziness shrinks and eventually disappears, representing growing insight into the future as you progress through life however once you reach about the halfway point in your life the past begins to be hazy too showing that you’re forgetting things that you once knew. As you walk through life you not only progress from left to right on the background representing the world, you also progress through the screen representing your life. This gives the player an idea of when they will die because it’s pretty near to the opposite side of the screen, but since the actual point is just inside the boundary it is hard to tell exactly when death will occur. This is because people do not know exactly when their life will end.
If a player decides not to walk the beaten path (go across the top), they can make their life more complicated by going downwards where they encounter many obstacles, but also can find treasure chests. As a player goes deeper they encounter more obstacles but also more treasure chests, this represents choosing a more difficult path in life offering greater reward. While most of the treasure chests are genuine shown by a blue shine when it opens and a large increase of score, some of them are empty representing sudden negative surprises that can happen when someone chooses the riskier path in life.
If a player goes down instead of across the top they have an option not to meet the love of their life and walk their own road. This allows them to work their way around more obstacles in the riskier life style, but is thoroughly unrewarding on the top path. If they chose to meet the love of their life the player must work with her around obstacles and can never leave her alone. She can prevent him from getting by some places and sometimes can stand between him and opening a treasure chest. However as long as he has her the player’s score for progressing through life is doubled. Rewards for chests are the same for single as married however.