Blog # OVERKILL // 1st March 2011

Name: Drop-A-Proxy, Time Cop Group: Chris, Angelo, Stephanie Kyle, Charles, That one kid >:(

Goal: (Drop-A-Proxy) Create a unique game that relied heavily on strategy. Create defining moments without boring the player.

Goal: (Time Cop) Create a unique game in a very short time that uses the boss and 10 pieces.

Things that went right: Drop-A-Proxy 1. Turn a way from random dice. 2. Secure reliable group. Chris and Angelo thank you! 3. Complete all finals with enormous time crunch. 4. Created two games I was proud of. Time Cop 1. Create a game of chance with slight strategy. While not boring the player with repetitive dice rolling. 2.Everyone had good ideas. We did a good job insuring those ideas made it into the game. While keeping it simple. 3.Develop a story that fits into the context of the game. 4. Secured another good game under our belt.

Things that went wrong: Drop-A-Proxy 1. Missing a class due to work. On a very important day. 2. That “kid” in my group. 3. Time was just not on our side. Wanted to do so much more. 4. Game rules fell short due to time restrictions and missing an important day. ( Sorry Guys)

Time Cop 1. Time was not on our side. 2. Slow start at the beginning. 3. Originaly 4 players was the target but the game was only successful if played by only 2. 4. Insuring the game was balanced.

All in all I enjoyed this class and the groups I got to work with.

Thanks All! Hope to see you in game 2.

Note this was done on my smartphone. :)

~ GLaDOS ~ The C@K3 is a lie // 14th February 2011

This game look very promising. I can’t wait for it to come out. 

Blog #4 Postmortem // 7th February 2011

The making of: 

Developers: Artun Gockcen, Andrew Masat, Charles Vitols 

Tools: One deck of UNO cards, and our little minds. 

Goals:

1: Create a mod of UNO with “Turn Based Strategy” in mind. 

2: Wanted the game to have more freedom and involvement not just flipping cards. 

3:  Do not alter the UNO game in anyway, other than the rules. 

4: Create a set of rules that allowed the “User” to employ strategy. 

5: Keep the game short, but not too short target time 15-25 min a round. 

Failures:

1: The Rule sheet was a mess I overlooked stuff that I just knew but a person that has never played the game could not know.

2: Using the UNO box as a Boss, although it was a great idea and worked for Goal #2 box was defective choice.

3: Didn’t name the mod….Ooops that kinda slipped.

4: First rule set and play test the game had no strategy, but it was fun. 

5: Not enough time was able to be put into the project… snow >_<

We got “Turn Based Strategy” for our game type for UNO mods. We got way ahead of ourselves and kinda forgot about the strategy part for for our original plan. It was “Turn Based” (which is not hard to do) but left out an important part but the game and idea was fun and original. Originally we planed a game that each person would throw a card into the UNO box (the dragon for the story element), and the number on that card hit his life points you miss the card counted as one against you, it took 21 points to kill the dragon (win) or you could only miss 10 times and die (lose).

Everyone liked the idea thought it was fun but pointed out that we forgot about the “Strategy” part, they wanted more control. So we reworked it that now instead of drawing 5 cards to choose from we let them see the whole deck. This was a good change but then became too easy. So we changed the rules again on what we allowed to count as against the boss. Needless to say our game started getting a little hard (frustrating) for people. Then our “Mentor” <- ;) (you know you laughed a little) said no more UNO box. We were devastated, bit still managed to recover. We went back to the drawing board and reworked the whole game and only kept the throwing element in-tacked. 

Finally, we ended up with two friends trapped in a cave fighting for their survival and the cost of killing their best friend. We were able to print a game board and rules sheet and test our game one final time. Due to my overlooking and comfort with the game and its rules, I forgot to look at the game as a new person would for the first time when i wrote the rules and left out some things to me were just a given. Next time I believe i will write the rules first and then tweak them as we tweak the game to avoid that confusion again. 

All and all I had a great time working on the game, and am glad that, finally, today, we have class :) That being said I think that this next game we be great. Seeing as now we have more control and of course we have some limitations, but we will push them to their maximum potential to make a great game. Of course all game developers have their restrictions so its only natural we have also have ours. 

Game Sheet // 24th January 2011

Blog #3 The Fiddly Bits // 23rd January 2011

Game State/Game View:

Our “Game State” consists of who has more cards on one side of the board. The person that has the most cards on his/her side is the one that is currently losing.  If a person was to come up to the game they would be able to see who is in the lead by how many cards are on each of the players board. 

Setup Mechanics:

Place the board down on the floor and throw your cards on the target as best you can. 

Victory:

When you have acquired 21 points the ice wall falls and you kill your friend and you are victorious. 

Progression: 

The field will get messy as you progress. This will reflect to the audience “game view” to know where the players currently are in the game. 

Player Actions:

The players are to throw the cards on the board and land them on the specified target. This target if hit will grant the number listed on the card as points acquired when either player reaches 21points the game is over. 

Game View:

At any moment in the game view is shown by how many cards are out and on the target board. 

The Dynamic:

The actions the players take is throwing the cards to acquire the most points possible.

The Goal of the Game:

Is to win by acquiring 21 points first and space out your reflects, heals, and other helper cards to win. 

The Theme:

You an your friends are trapped in a cave an ice wall has fell down blocking the entrance the only way to get out is to push the ice wall down. The only problem is there is no room for the other person to escape the wall and will die when it falls. It is the battle of survival. 

Remove yourself from this site!!! // 20th January 2011

There’s a site called Spokeo.com that’s a new online USA phone book w/personal information: everything from pics you’ve posted on FB or web, your approx credit score, home value, income, age, even credit card #’s. Remove yourself by searching your name, find your page, copy the URL and then go to the bottom of the page and click on the Privacy link to remove. Copy & re-post so your FB friends are aware.

Photo Post // 12th January 2011

Not a big fan of plants but after I saw this I might think about getting one :)

Not a big fan of plants but after I saw this I might think about getting one :)

Photo Post

I want this so bad it, will be costly, thank god it wont be out till 2017, I need to save up. 

I want this so bad it, will be costly, thank god it wont be out till 2017, I need to save up. 

Photo Post

I finally got my card from Apple which was delayed because of snow :( and the fact I live in Bum-F***-Blair does not help. 

I finally got my card from Apple which was delayed because of snow :( and the fact I live in Bum-F***-Blair does not help. 

Photo Post

This is pretty interesting and scary at the same time 2012, ;) people 2012.
More of these HERE

This is pretty interesting and scary at the same time 2012, ;) people 2012.

More of these HERE