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.
Sunday, May 18, 2014
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.
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
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.
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.
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.
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.
Subscribe to:
Posts (Atom)



