Sunday, May 18, 2014

Blog 5

My final project is a board game called "Pirate's Island." The game is similar to (Mario Party) only it is based on a pirate theme. I created this game in Illustrator, where I used photo reference and design the constructor of the spaces, cards, and background. This is multi-playing game where you can have up to 4 players in this game. The object of this game is to collect 3 different treasure that are located around the island and you must open these chest by finding the keys. A player will use a 20-sided dice to determine who goes first. During a player’s turn, the players will use a 6-sided dice to determine how many spaces to move. The players must avoid the dangerous traps that surround the island that will prevent the pirates from gathering treasure. Each treasure a player collects grants them special powers, which gives the players the advantage of winning the game. The player that manages to collect 3 various treasures must return to the starting ship and claim as the winner.


I come up with this game because I like playing Mario Party ever since it was first release in Nintendo 64. I thought playing video games gives people the idea of making a board game. This makes me want to build more variety of games for people to playing against other people who are interested in playing video games for worldwide.

Wednesday, May 7, 2014

Extra Credit Midterm

Virtual environments can be harmful to others, and can also be morally problematic from the point of view of deontological and virtue ethics. Although immersive virtual reality systems are not yet used on a large scale, nonimmersive virtual reality is regularly experienced by hundreds of millions of users, in the form of computer games and virtual environments for exploration and social networking.

Virtual Environment

A computer simulation is a computer program that contains a model of a particular system (either actual or theoretical) and that can be executed, after which the execution output can be analyzed. Computer simulation is also the name of the discipline in which such models are designed, executed and analyzed. The models in computer simulations are usually abstract and either are or involve mathematical models

Simulation of airflow over an engine

The difference with virtual reality is that computer simulations need not be interactive. Usually, simulators will determine a number of parameters at the beginning of a simulation and then “run” the simulation without any interventions.


Motorcycle Simulator

Heavy-wheeled-vehicle driver simulator

Simulations are virtual versions of real-world entities that have a perceptual or functional
similarity to them, but that do not have the pragmatic worth or effects of the
corresponding real-world equivalent.

As a group we played Passage, by Jason Rohrer, in order to develop and understanding of the entire life, from young adulthood through old age and death for five minutes. It's a game that is based on the choices that you make as the player are crucial. There's no "right" way to play Passage, just as there's no right way to interpret it. However, it has specific intentions for different mechanics and features.

The "long" screen represents the lifetime of this game. As you age in the game, your character moves closer and closer to the right edge of the screen. Upon reaching that edge, your character will dies.


What you're going to do when you grow up, who you're going to marry, and all the things you're going to do someday. At the beginning of the game, you can see your entire life out in front of you, but you can't see anything that's behind you, because you won't be able to see the past.

Passage represents life's challenges with a maze. The screen allows you to view a narrow slice of this maze at any given moment. You can see quite a distance out in front of you (and, later in life, behind you), but you can't see anything from the up or down. You may see a reward up ahead but not be able to see a clear path to it. In fact, after a bit of exploration, you may discover that a nearby is a reward where it is unreachable. As you go deeper into the maze to the south, the obstacle-free route is always available to the north. However, treasure are more common as you go deeper into the maze. You can spend as much time in pursuit of these hard-to-reach places, or you can explore before you to the east. As you grow older, your view of the territory in front of you shrinks, and as you navigate new areas in life's maze becomes more difficult.

As you head east, you'll find an endless expanse of constantly-changing landscape, and you will be rewarded for your exploration. However, even if you spent your entire lifetime exploring, you will never have a chance to see everything that there is to see. If you spend your time going to the depths of the maze, you will only see a tiny fraction of the scenery.

You have the option of being with a spouse on your journey. Some rewards deep in the maze will no longer be reachable if you're with a spouse. You simply cannot fit through narrow paths when you are walking side-by-side. In fact, you will sometimes find yourself standing right next to a treasure chest, and won't be able to open it, and the only thing standing in your way will be your spouse. On the other hand, exploring the world is more enjoyable with a companion, and you will have a larger reward from exploration if she's along.

There's no right way to play this game. Part of the goal is to get you to reflect on the choices that you make while playing. The rewards in Passage come in the form of points added to your score, and you have different options for scoring points. There's a pretty tight balance between these two options---there's no optimal choice between the two.

You could spend your five minutes trying to score as many points as possible, but in the end, death is still coming for you. The treatment of character's death will stand with the way death is commonly used in video games. Passage is a game in which you die only once, at the very end.

Digital Prototype

As a group project, we use the process of iterative design to develop a prototype of a game. Second, it should be evaluated by a group that is not connected with the project to give an honest opinion of the design. The information gather from a group should combine the important elements of the design and include them into the next iteration process. The example in class where we develop a paper and the digital prototype involves my partner and I designing a game that would have the descriptions, rules, objectives, sounds, controls, game flows, and levels on how the game works with the document.

Monday, April 21, 2014

Blog Post 4


The game is called Monster Buster. In this game the character is a stick figure whose goal is to collect all the keys. The character must avoid the dangerous monsters who are trying to prevent you from collecting all the keys. Each monsters will have different abilities and it will take a number of hits to kill the monster. After collecting the keys their will be a portal that will appear at random spot. The player can move using the arrow keys. The player can jump by pressing the "Space Bar" key.
There will be a time limit to see if a player can pass the level without failing. Players who fail to collect the keys will be "GAME OVER" shown on the screen with a selection of a player can choose to play again or not. As an artist and designer, I came up with a simple game that contains a structure of a platform and pieces, which the player can run, jump, and shoot bullets that will kill the monsters. I designed this game where everything was made in Photoshop, it took approximately one hour to construct the idea of this game.




My question is there someway I can fix this game without any glitches?

Saturday, March 15, 2014

Blog Post 3

The elements of the game





In Oregon Trail, the player must find food and save as much money in order to survive throughout the field. by choosing the path you want to take in the game. What interesting about "This Is The Only Level" game, is that it has only one level and the level is different from the last and my project is similar to that game. The element of the game Jurassic Heart game is like a Sim related where you are the dinosaur who is looking for a mate and choosing the right path, so that your mate would be interesting with you. The Canabalt uses the city as a reference and the element is they use the run and jump technique to  avoid falling from the building to your death. Super Hexagon is a surviving game where you must escape the hexagon wall from closing in. The element of this game is about surviving the longest without dying. My game is having three lives and you must avoid and killing the monsters in order to win the game. These games help me find what my element for my game is and it is surviving the longest without dying, which makes it challenging for players to play the game.

Monday, March 3, 2014

Blog Post 2

Pieces

1. Deck of Playing Cards.

2. 2 20-sided dice.

3. Paper to calculate scores (optional)

Rules

1. Each player starts with 5 cards.

2. First player to reach over 100 points, wins the game.

3. Roll 2 20-sided dice at the same time.

4. Match the sum of the two dice with a combination of our cards or the highest combination less than that sum.

5. The player who gets the highest number without going over gets the opponent's cards.

6. If we tie, then we re-roll the dice.

7. Draw cards after each round so each players has 5 cards.

Objective

This is a card game where each player would start with 5 cards in their hand and place the deck on the table. Each player will take turns rolling 2 20-sided dice at the same time and the result of the dice will be the sum total of the dices that player will try to make per round. Each player can use as many cards they like in their hand to get the closest number as a result of the sum total of the dice without going over wins the round. When the player wins the round, they take the losing player's cards along with your cards that each player used and place it onto the winning player's pile. If each player gets a tie result, then they must re-roll the dice again for another round. Every round, each player must draw until they have 5 in their hand.

The cards indicate how many points are calculated by scores.

Cards:  A  2  3  4  5  6  7  8  9  10   J   Q   K

Points:  1   2  3  4  5  6  7  8  9  10  11  12  13

The first player to score over 100 points on their pile, wins the game.



My first partner and I came up with a rule that allows us to play test to see if the rules made sense. The game started as a math term game that allows us add the total number of cards that would equal or over 100 points. As the result of the game, it was a bit slow from the start. The rules were changed so it would have the element of speed. We suggest that using two 20 sided dice would made the game go faster and it would be more clear on how the objective of the game would be finish.

My second partner would make this game similar to "Speed" the fastest card game. The game was finished fast but it completely made it into a different game almost similar to "Speed." The rules were changed and it allows us to keep rolling the 20 sided dice to see if we like or hate what we roll.

The game turned out fun for play testing. The core mechanic of this game is strategy and challenging against other players, who are competing into various games. The rules applied when the players must focusing on how to win the game of math.

Monday, February 10, 2014

Blog Post 1


Friends for Fun




My exciting time with my friends in class lets me have fun enjoying playing a card game called UNO. There is a best way to hangout with friends that have exciting time together. Many people believe that playing games would give them the historical moment of enjoying the fun of games. In the game of UNO, players would have to match the colors and the numbers in the correct orders for them to win the game. We played once since there is only 75 minutes in class. Unlike like the card game called Crazy 8's, they have draw two cards, reverse, skip, wild cards, and wild draw four, which gives the people more dramatic to the game if the players can't win the game.

Each players had to start of with 7 cards and it goes around in circle until the game is over. One player had to play a card that matches the number or color of that card, if they don't have the card that matches then they will have to draw until it has the right card. There is a wild card, where players can call out a color and they lose their turn. When one player has only one card left they would have to say UNO before other players can they say it. Otherwise, that player has to draw until he is holding 7 cards.

This has been a fun time with my friends and I'm looking forward to find other friends to play games for future generations.

Monday, February 3, 2014

Intro

                My personal history for games is that it makes me fun and exciting for me to go back and play games again. The marshmallow challenge shows how competing it can be for people who want to win a competition. The "Race to the Finish" demonstrates how a simple game can be slow if the designer add rules and the objective on how to play the game.