when designing my solo game I did come across some problems when making it, near the end when it was coming up to the deadline I have computer problems which stopped me from doing codding. now I've starting working on it again I've starting to think of new ideas I can put into the game which I wasn't gonna have before.
Thursday, 12 March 2015
Design document
Design document
Game scenario:
Red vs Blue is a modern-day war game on a 11 by 11 board,
two players go head to head as one player plays the attacking team whose aim is
to captures their opponents captain and as the other player plays the defending
team whose aim is to get the captain to one of the four corners as both players
battle it out capturing other pieces along the way.
Board design:
For this design I wanted to have a clear differences between
where the attacking and defending teams were arranged for the start of the game.
I felt an 11 by 11 board would be a great for this design as by placing the
attacking team on the outside it gives enough room for the defending team to
move out.
The attacking teams
starting square: These squares are designed with a red background and a black
cross in the middle of them which I felt displays elements of attack. Five
squares are arranged along each side of the board.
The defending teams
starting square: these squares are designed with a blue background and a black
circle going through it because of the colour background it already looked like
a defending square but by adding the circle it was defined. These squares are
located in the middle of the board surrounding the captain’s starting square.
The Captain’s starting square: this square has the same
design as the defending teams starting squares but with an added black dot in
the centre of it to make it different to the squares which it is surround by.
This square is located in the centre of the board.
Safe zone: These squares are designed with a gold background
and small back crosses and circles in the centre of it. This is to show that
the squares do not belong to either team and it is a mutual square. These
squares are located in each corner of the board.
Squares: these squares
are designed with just a black foreground. These squares are located in areas
on the board which have not been placed with any of the squares above. There
are a total of 84 of these squares on the board and they are not controlled by
any team.
Game Pieces:
The Captain
Defending team’s pieces
Asset list:
- -Board (11 by 11)
- - 1 Captain
- -12 defending pieces
- -20 attacking pieces
Gameplay:
Games of Red Vs Blue last around seven to ten minutes
depending on how the players decide to play the game. When players rushed their
moves without thinking what can happen next the games were considerably less
long-lasting (between five and seven minutes). When the games where mixed with
both a player that rushed and a player who carefully considers their moves the
games lasted around eight to ten minutes. The player who rushed their moves were
in their favour as it made the passive player think of reasons why the pieces
where moved where they were.
With games which were played by both players that rushed
their moves did show pantones when the games were taking place. When on
different teams the players switched and did the same thing as each other when
playing different sides. When the attacking team were making their moves the
players seemed to place their pieces as close as they could to the defending
teams pieces. This restricted their moves. As this happened more, the board became
more cluttered, making this strategy not as good to play by unless the
defending teams gets their pieces out of the centre. When the players played as
the defending team they focused more on getting their captain out of the middle
and having open space to move around. I found that if the defending team achieves
this, the attacking team spends the rest of the game chasing the captain around
the board. Therefore, the defending team
is forced to only move their captain move after move unless they see they can
use another pieces to block the chaser. When both players play without putting
much thought into their moves it makes the game respective for both players but
more for the defending team, therefore not making the gameplay as entertaining.
When the game is played by players who both think out their
moves it starts off similar to how players who rush play. The attacking player
tries to keep the defending teams pieces in the centre of the board. They then
quickly try to capture any pieces the defending team manages to get out of the centre
whilst trying to get as much control as possible from the start of the game. As
the defending player they try to position their pieces so that they can move
their captain from the centre without putting the piece in danger.
Rules:
There are a total of 33 pieces in the game.
|
The board is marked to initiate
where the pieces have to be placed.
|
The attacking team (Red) are placed around the outer of the board
marked with red squares.
|
The defending team (Blue) are placed around the centre of the board
marked with blue squares.
|
The captain is placed in the centre
of the board marked with a blue square
with and a circle in the middle of
it.
|
The attacking team makes
the first move to start the game,
players can only move straight ahead, backwards and side to side. They cannot
move diagonally.
|
For the defending team to achieve victory the player has to get the captain to one of the four safe zones
on the board.
|
For the attacking team to achieve victory the player has to capture the defending team’s captain before it reaches one of the
safe zones.
|
For a piece to be captured a player must place two of their own pieces either
side of the opposing teams piece (creating a sandwich between them).
|
The attacking team cannot block a safe zone to prevent
the captain from reaching it. If this is done it becomes an automatic lose.
|
A player cannot take any longer than five minutes to make a move.
|
A player can move more
than one square per move.
|
References:
Hnefatafl board. (). Hnefatafl board. [Available online]: http://www.jamesadamshistoricenterprises.com/treasuretrove/images/hnefatafl_boards3.gif.
[Accessed 27th February 2015]
Daniel. (). Toy Soldier. [Available online]:
[Accessed 27th February 2015]
Michael Dorstewitz. (). Toy Soldier. [Available online]:
http://www.bizpacreview.com/2013/03/08/school-confiscates-cupcakes-for-toy-soldier-decorations-54327.
[Accessed 27th February 2015]
Wednesday, 11 March 2015
Expanded bibliography
Full length books:
Jesse, S. (2008). The Art of Game Design: Good Games Are Created Through Playtesting. Morgan Kaufmann: Elsevier . Page 389-390.
Richard, R. III and Steve, O. (2005). Game Design: Theory & Practice, The Function of the Focus. 2320 Los Rios Boulevard Plano, Texas 75074: Wordware. Page 74 - 77.
Articles in books:
Geoff, K. Die hard/try harder: narrative, spectacle and beyond, from hollywood to videogame. Page, 50-64. in King, Geoff. Krzywinska, Tanya. (2002). Screenplay:cinema/videogames/interfaces. London, U.K.:Wallflower Press
Nick, F. The strange case of the casual gamer. Page, 143-163. In Isbister, Katherine. Schafer, Noah. (2008). Game usability. Burlington, USA: Morgan kaufmann
Academic journals;
Jesse, S. (2008). The Art of Game Design: Good Games Are Created Through Playtesting. Morgan Kaufmann: Elsevier . Page 389-390.
Richard, R. III and Steve, O. (2005). Game Design: Theory & Practice, The Function of the Focus. 2320 Los Rios Boulevard Plano, Texas 75074: Wordware. Page 74 - 77.
Articles in books:
Geoff, K. Die hard/try harder: narrative, spectacle and beyond, from hollywood to videogame. Page, 50-64. in King, Geoff. Krzywinska, Tanya. (2002). Screenplay:cinema/videogames/interfaces. London, U.K.:Wallflower Press
Nick, F. The strange case of the casual gamer. Page, 143-163. In Isbister, Katherine. Schafer, Noah. (2008). Game usability. Burlington, USA: Morgan kaufmann
Academic journals;
Brosius HB, Engel D (1996). The causes of third-person effects: Unrealistic optimism, impersonal impact, or generalized negative attitudes toward media influence? Int. J. Public Opin. Res., Page 142-162.
Cho HY, Boster FJ (2008). First and third person perceptions on antidrug ads among adolescents. Commun. Res., Page 169-189.
New games Journalism
Halo The Master Chief Collection challenges the traditional
sentiment that value is parallel to age. It is proven that just because the
games are older, it does not necessarily mean that they are worth less. So
while it's good to see Halo 3 and 4 clutching extra pixels and loaded with map
packs, I was really excited when loading up the original Halo. Memory is never
stronger than when playing the games you did when you were a kid.
Above all else, it's good to have the original Halo's
multiplayer back. Considering the disappointment of 2011's Anniversary edition
was its absence, and now it’s playable over Xbox Live for the first time. While
some of the maps have lived on in remakes, some of the best have been sealed
away like the orbital sniper battles of Boarding Action, Combat Evolved's
movement has a heavier feel than any of its sequels - and very particularly, a
delay on landing before Chief can jump again which prevents fleet-footed
navigation but it's still enjoyable, and playable on merit and not just
novelty.
343 Industries. (). Halo The Master Chief Collection. [Available online]: https://www.halowaypoint.com/en-gb.
[Accessed 11th March 2015]
Games design workshop
I missed the section which this happened in but UCS video game design hosted a games workshop by David Parlett. David has won many rewards including a game of the year reward. in the section student where asked to create and design non digital games which involved a racing mechanic without the use of a dice.
EDDIE DUGGAN. (). Non-Digital Games Design Workshop with David Parlett. [Available online]: http://digitalephemera.blogspot.co.uk/2013/04/non-digital-games-design-workshop-with.html.
[Accessed 11th March 2015]
Pervasive games/La decima vittima
In a lecture we watched an hour long film called "La decima vittima" This is an Italian science fiction film made in 1965 and
seen around the world. It depicting a society where it is possible to compete
in a deadly game of hunter and victim. A person who survives five rounds as a
hunter and five rounds as a victim win one million dollars. This is the film
that inspired the fembots of Austin Powers, Assassins and other Circle of Death
games. I found the film interesting but couldn’t keep focus on the film as
where I am not a fast reader to keep up with the subtitles.
Stenros. (). La decima vittima. [Available online]: https://pervasivegames.wordpress.com/2009/02/10/20/.
[Accessed 11th March 2015]
Friday, 6 March 2015
Games Britannia: "Joystick Generation"
Joystick Generation is one of the three-part series
presented by ‘historian Benjamin Woolley’ about popular games in Britain which
ware from the Iron Age to the Information Age, in which he unravels how an
apparently trivial pursuit is a rich and entertaining source of cultural and
social history.
In this episode of the three part series, Woolley explores
the journey games have taken from board games to video game, reflecting the
rapidly changing history of modern Britain.
In the 1980s, the power of our imagination was harnessed in
early video games, putting the players at the heart of a space adventure they
could influence. The British boom years of the 90s introduced characters like ‘Lara
Croft’ to a world beyond video games as players started to move into the internet
age.
Woolley's investigation leads to the present day, where he
finds our morality tested in the world of ‘Grand Theft Auto’ and our identity
becoming transported to the digital domain with virtual games such as ‘Runescape’
and ‘World of Warcraft’.
I watched the episode here: http://www.bbc.co.uk/programmes/b00phmrs
Games Britannia: "Monopolies & Mergers"
Monopolies and Mergers is one of the Three-part series
presented by ‘historian Benjamin Woolley’ about popular games in Britain which
ware from the Iron Age to the Information Age, in which he unravels how an
apparently trivial pursuit is a rich and entertaining source of cultural and
social history.
In this episode out of the three, Woolley traces the impact
that board games have had on Britain over the last 200 years. It was the
British who developed the idea of the board game as an instrument of moral
instruction and slowly made its way to America.
This crusading element in board games is perhaps best
exemplified by the best-selling game in history, Monopoly which celebrated
wealth and avarice in the wake of the Great Depression.
Now in the information age, board games have evolved to
include fantasy role-playing games like Dungeons and Dragons. The British
continue to produce niche political games like War on Terror which plays on
satire, but mainstream British games designers have moved on to video games.
I watched the episode here: http://www.bbc.co.uk/programmes/b00pf0rr
Ancient games: Senet
Senet was a game which was played by the ancient Egyptians. people are not sure how the game is meant to be played exactly but they can be deduced by experts who studied this board and worked out how the game could have been played back in the Egyptian times.
A Senet board consisted of three rows which all had ten squares set in a rectangle. In one corner the square which assumed is the last square has a single stroke. The square which is next to the final one in the row has two strokes, the one next to that has three strokes. Senet is assumed to be a two player game with both players starting with five pieces. how many squares which the players move are determined by the dice which are thrown, the dice which are used in Senet are different compered to most board games which use dice.
A square can only be occupied by one piece at a time. If a player can't move a pieces in their go the turn is passed down to the other player. If a players piece lands on a opposing players piece, the opposing piece has to be moved back to the square that the attacking piece came from. The House of Happiness which is a square on the board cannot be passed over. Every piece must land on it before continuing to the next squares. The House of water which is an other square on the board is to be avoided, when a players piece lands on this square, the piece has to be returned to the House of Rebirth. Pieces can only move on the final three squares by throwing the number which are on the square.The first player to get all their pieces off the board wins the game.
J. A Storer. (). Senet. [Available online]: http://www.cs.brandeis.edu/~storer/JimPuzzles/ZPAGES/zzzSenet.html.
[Accessed 6th March 2015]
Senet. (). The Rules of Senet. [Available online]:
http://www.mastersgames.com/rules/senet-rules.htm.
[Accessed 6th March 2015]
Ancient games: Royle game or Ur
The Royal game of Ur is played on an unusually shaped board. It is a very different shape compared to other board designs, the board has a four by three squares which is joined by two squares which acts like a bridge which connects to a two by three squares.
No one knows the right way how the game is meant to be played but there have been three suggestions by games historians as to which path the counters should take around the board. All three say that players enter the board by using the outer row on the fourth square from the left going left. One player enters on the top row and the other player enters on the lower row. When a players counter reaches one of the corners, it moves to the middle row and travels along to reach the other side of the board.
British Museum. (). Royal Game of Ur. [Available online]: http://en.wikipedia.org/wiki/Royal_Game_of_Ur.
[Accessed 6th March 2015]
British Museum. (). The Rules of the Royal Game of Ur. [Available online]: http://www.mastersgames.com/rules/royal-ur-rules.htm.
[Accessed 6th March 2015]
British museum trip
A field trip to the British museum was arranged by one of my lectures to help with our study on critical game design. we was shown around and saw some really interesting ancient artifacts.
we saw some of the ancient board games we have been looking and playing in our lectures and seeing the actually board of them which was made years and years ago really was interesting to me.
I didn't take any pictures my self but here are some of the things which we saw when visiting the museum.
British Museum. (). Royal Game of Ur. [Available online]: http://en.wikipedia.org/wiki/Royal_Game_of_Ur.
[Accessed 6th March 2015]
British Museum. (). ancient chess. [Available online]: http://www.tripadvisor.com/LocationPhotoDirectLink-g186338-d187555-i89949351-British_Museum-London_England.html.
[Accessed 6th March 2015]
we saw some of the ancient board games we have been looking and playing in our lectures and seeing the actually board of them which was made years and years ago really was interesting to me.
I didn't take any pictures my self but here are some of the things which we saw when visiting the museum.
British Museum. (). Royal Game of Ur. [Available online]: http://en.wikipedia.org/wiki/Royal_Game_of_Ur.
[Accessed 6th March 2015]
British Museum. (). ancient chess. [Available online]: http://www.tripadvisor.com/LocationPhotoDirectLink-g186338-d187555-i89949351-British_Museum-London_England.html.
[Accessed 6th March 2015]
Tweaking Ancient Games
The ancient game I will be tweaking is called: Hnefetafl
First iteration: I made it where the attacking team are allowed to move two of their pieces in a single
turn. To balance this out I also made sure that the attacking team couldn't capture the defending team’s pieces apart from the king. When these new rules were
tested I found that the game lasted longer than the usual five to ten minutes.
If after playing the game for a few minutes the defending team fails to get a
piece behind the attacking team to allow a capture to happen, the game slowly comes
to a halt, and both sides are unable to move around the board.
Second iteration: I change the rules slightly. I decided that the king could get captured the
same way as other pieces could, one on each side and not one on all four sides.
The second rule that I added was that the king could assist other pieces on capturing
the attacking team pieces. By doing this the attacking team would have to be
quicker when it came to capturing the king as it will become easier for the
king to escape from difficult situations. When it came to play-testing these
new rules the games became quicker. They lasted around four to six minutes
each. Both the attacking and defending sides had an even chance of winning with
these rules where the attacking team was winning more than usual compared to the
original rules.
Third iteration: I decided to
add a facture where the attacking team had to capture the opponent’s king
within 15 turns. If this attempt was failed it would result in victory for the defending
team. To make this achievable, the defending team was not allowed to capture
the opponent’s pieces or move one of their own pieces back to where it
originally was. To make capturing easier, the attacking team can capture the
king in the same way that other pieces could be captured on the board. When
these rules were play-tested I found that the games lasted around five to eight
minutes, even longer when the player takes time to think about his next move.
Out of five games the attacking team only claimed victory one time, where the
defending player started to move one spare at a time not making a gap for the
attacking team.
Fourth and final iteration I
decided to change how the defending team was able to win the game. The original
rules say that the king must reach one of the four sides of the board to achieve
victory but I decided to change it to being one of the four corners of the
board. I felt as though this would be bit more of a challenge for the defending
team. To balance this rule out, the attacking team was not able to place one of
their pieces on one of the four corners, as this would stop the opponent’s team
completely from reaching one of the corners. When play-testing with these rules
I found that the games lasted a lot longer than usual and were lasting around
seven to ten minutes. This is because the defending team had difficulty in reaching
one of the corners with their pieces. Three games were played with these rules
and all three games ended with the same result. These rules favoured the attacking
team more as I was finding that the attacking team was blocking the defending
team and therefore stopping their king from reaching one of the corners.
Ancient games: Hnefetafl
Hnefetafl is a board game which has two sides. The attackers team is arranged in groups of 6 at each side of the board, making a total of 24 pieces and the defenders team is arranged around the king which is placed in the center of the board. The aim of the attackers team is to capture the king.
The aim of the defenders team is to get their king to one of the four corner of the board. The Game starts with the attacking team making the first move.
Each pieces on the board all move the same way. A piece can move; forwards, backwards, left and right but can not move diagonally. every piece can move one or more squares, until it is stopped by the another piece, The central square is the starting square for the king, no other piece can move on this square but they can move over it.
To take one of the other players pieces you have to capture them, by doing this you have to place one of your own pieces either side of the other players piece. any side in the game can take more then one piece in a turn if your own pieces are positioned in the right places to do so, no more then three pieces can be taken in a turn. once the king has moved away from the center square then that square can be used for either side to act like a piece of their own and capture the other teams pieces. if at anytime the king is captured by the attacking team then it is game over and the attacking team wins the game.
Hnefatafl. (). Hnefatafl. [Available online]:
http://www.fetlar.org/assets/files/hnefatafl-rules-02-09-2012.pdf.
[Accessed 6th March 2015]
Hnefatafl
board. (). Hnefatafl board. [Available online]: http://www.jamesadamshistoricenterprises.com/treasuretrove/images/hnefatafl_boards3.gif.
[Accessed
26th February 2015]
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