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.