Wednesday 26 September 2012

Week 3 – Creating a Risk-Style game and Presenting our Portal 2 level!

               This week went by fairy quick, and although we didn’t really do an in-class activity on Tuesday, we got a homework assignment to take home and work on as a group. The assignment was to create a game using a world map, similar to the one in the board game Risk, using the categories: romance, fine arts, social experience, turn-based, and race. We plan on creating a Romeo and Juliet themed game that is turn-based, where players race to find their lover, while also providing a social experience. There will also be some fine art on the board when we make it. 

Layout of Level 2
                This week we also had to present our Portal 2 levels that we spent weeks creating and finalizing. For my group, we had created two different levels, which were play tested constantly for the past few weeks. We believe our levels are optimized and are ready for presenting, as we had met all the criteria, and even exceeded some of them. Our levels feature meeting the time requirement and even exceeding it, as some people have taken over 30 minutes to beat one of our levels. We also put in 5 of the 6 logic gates spread out through both our levels, including the NOT, AND, NAND, OR, and XOR gates.
Example of one of our gates
We also met the other requirements such as faith plates, turrets, three types of gels, timed mechanisms, T-flip flop, reflection cubes, and dynamic lighting throughout the level. 
Faith Plate

Turrets

Reflection Cube



3 Types of Gels

Overview of Level & the Exit

               







          

















 That’s all for now, stay tuned for more updates to my blog later this week!

Thursday 20 September 2012

Week 2 – Human Foosball and a fun game involving poker chips and cards!

              This past week has been pretty good for me, as we finally got divided into studios for our game development workshop. This was especially good news for me, as I was anxiously waiting to see if I’ll get grouped up with my friends, which is exactly what happened. We will strive to create an even better game this year! This week’s two lectures were also interesting since we got to design and play a ball game with the class divided into two groups, while in the other lecture we got to play with a very interesting card game.
                The ball game that my group chose to design was none other than “human” Foosball, which is very similar to the tabletop game except it is played with lots of people. We were not allowed to change the goal of the game, and the goal was to get the ball into a box that was placed on top of the table. The rules we came up with were pretty simple, players will stand in rows of 4 players, with the back two rows facing forward and the front row facing backwards (please see the diagram below):
 The black rectangles represent the tables in the classroom, and the blue and red dots represent the players, and their respective positions. The arrows represent the direction that each player should be facing, and the white box in the middle represents the goal.
Players can only use their hands to hit or touch the ball, and cannot grab the ball at all. Should the ball get stuck on a chair or touch the floor, the ball is “served” to the opposing team. At first the game was pretty chaotic as players were randomly hitting the ball in random directions, with some players even trying to hit each other with the ball. It was also hard to get to ball into the box to win, especially if players did not cooperate as a team, and especially if the enemy was adamant on blocking the way to the goal. I’ll admit this game reminds me a lot of volleyball mixed in with Foosball, but in the end it turned out to be very interesting and fun to play.
                The game the other group had come up with was similar to basketball, where players hold the ball, pass it to other teammates, and can only take a maximum of 3 steps before having to pass it on. All players stood on top of the tables, and can hold the ball as long as they want, but still must adhere to the rules. 

Goal cards
Plastic chips
                During the second lecture, we split up into smaller groups this time and played a game that involved several goal cards and plastic poker chips. The rules of the game were fairly simple, where players put a randomly picked chip (the “shooter” chip) on the edge of the table, and must tap it to hit other players’ chips. If you hit another chip on the table you get to keep it if it doesn’t fall off the table, otherwise it goes back into the bag. The meta-goal of the game was to complete as many goal cards as possible, and the rules that we used was for every player to pick a goal card and to complete that goal before anyone else can complete theirs. This game was pretty fun for us to play with, although it did have some issues. The biggest issue was the fact that the plastic chips provided were too light, and a lot of the time when a player taps their chip, it would jump over other chips and not hit them at all. In the end, we decided to change up some of the goals by adding our own custom goals, such as jumping over other chips or hitting 3 chips at once.
Custom rules and goals
We also added our own custom rules, such as if players jump over another chip, they can take it and receive double the amount of points, or if you hit another player’s chip you can actually take points from their total score. 



Scoreboard after the first game

Final scoreboard, with a winner

Overall I found this week’s lecture and activities to be fairly fun, and I hope that lectures in the future will be as enjoyable as the past week has been. Stay tuned for more blog posts next week!

 

Friday 14 September 2012

Week 1 (Fall 2012) – Components of a full game, Portal 2 Test Chambers, and re-designing soccer :)

             The past week has been full of surprises, as it is a new semester of school and I am finally in my last year of school. This course has already proven to be interesting, since our first assignment is to create a complicated puzzle using the Portal 2 level creator, which is known as the “test chambers”. I really look forward to working on and designing a level in Portal 2 with my GDW group in the next few weeks.


During this week’s lecture, we discussed which components make up a game, such as the game engine, the physics engine, and the graphics engine, and how it is important in a game. We also discussed and had an in-class poll about whether or not bag game design can ruin a good game, or if awesome game design can help a bad game. It was a good and tricky question, and I was going to put my answer as “bad game design can ruin a good game”, but some of us could not open the website fast enough before professor Nacke closed it to view the results.

During the second half of this week’s lecture, we also had to pick a sport and redesign it so that is physically different from the original sport, without changing any of the rules. For this assignment, my group and I decided to go with the sport of soccer, as it seemed interesting enough to play around with how the game worked, and to change the game in a way that will have a huge impact on the gameplay. We had brainstormed many ideas, and in the end we decided to change the layout of the field, by changing it to a circular field. We also added a spherical net that will “cover” the entire field, so there will no longer be any boundaries for the game, as the ball will bounce off of the net or walls when kicked. The rules of the game still apply normally, as we were not allowed to change it, so you can pretty much think of this version of soccer as “soccer with no boundaries”. 

That concludes my blog post for the week, tune in for more next week!

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