Tuesday, October 30, 2012
GA227: My Print and Play Game Theme
Concept Statement: "Cull the weak and bring favor to the strong."
Theme: Players play as mages, warlocks, and witches who have come to the temple of the Old Gods to compete in ritualistic combat to win favor and to entertain the gods. Blood must be spilled to sate their hunger. Players will choose from one of the four ancient cult houses. The cults include the Knight Guardians, the Enlightened Ones, the Jade Serpent, and the Sphinx. Players then compete against each other in the arena by casting old magics on their enemies. Who ever defeats all the other teams mages wins the favor of the Old Gods and saves the world from destruction for another year.
GA227: Theme Research
Game of Thrones the board game utilizes theme extremely well. In the game you play as one of the many houses of Westeros and try to negotiate, bluff, move armies, and manage resources. Thats pretty much what happens in the books and TV series.The player who can do all of these the best will bring their house to victory.
Sunday, October 28, 2012
GA 221: On the Rocks
GA 221: Dinosaur Hides
I made some dinosaur hide cards as part of my easy prop assignment for my 3D class. There really simple to make. I placed textures on a flat plane and used the alpha channel in a Targa file to create the illusion that the skins are cut out.
These are just a few of the skins I made for the project.
Friday, October 26, 2012
GA227: PnP Playtest Form Results
This week I've been playtesting my print and play game I've been working on. So far I've learned a lot about failure and learning from that. So far what I've learned that a player can have too many options and get frustrated. I've decided to limit these options just a little bit and see how well that works. I've also learned that I need to simplify the amount of dice needed for combat. At this moment a player may need to roll up to nine dice at once. Looking back on that its a little too much. So I've decided to use one twenty sided die for combat. Hopefully this will increase the speed of combat and hopefully wont frustrate players. These two problems came up the most durring play. I'm going to alter my rules in an attempt to fix them.
This is my playtest form. I had each of my playtesters fill one out and give me their opinions on the game. This one is from my friend Jen.
Sunday, October 21, 2012
GA 221 Project 5: Easy Prop Model
These are some dinosaur hide textures I'm working on for my 3D game class. These are some of the better skins I've been working on. They'll look real cool once I get them loaded into UDK.
I created the these textures by combining other animal skin textures in photoshop. I used Rhinos, Elephants, Crocodiles, and other lizards. All these textures I combined come from the great website CG Textures.
Friday, October 19, 2012
GA227: My Print and Play Game Rules Rough Draft
Tramcon
(Name in the works)
Num Players: 2-4
Goal: Hold the center point for 5 consecutive rounds or eliminate the enemy players units.
Brief back story
Two to four players battle for control over the centerpoint.
Game Components
Board: 28x28 grid
Unit Tokens
Wall Tokens
Dice
Printing Instructions:
to come...
Setting up the game:
Laying out the game components: place the game board between the players. Then take the black wall tiles and place them on the board as indicated by the diagram below.
Diagram to come...
Players then take twenty cover tiles each. These are the grey rectangular tiles.
Determining who plays first: If players can’t decide for themselves allow the youngest player to go first. Then take turns clockwise around the board.
Game Goal
Hold center-point for five rounds without losing control or opponent runs out of soldiers
Solider Types
Trooper: The trooper is the most basic of soliders.
Stats: 2 AD (attack dice) / 3 DD (defense dice)
Movement: 6 squares
Attack Range: 12 squares
Sniper: A lightweight soldier the sniper can move very fast and cover more ground than most other soldiers. Most effective long range soldier. Attack is very high but defense is very low.
Stats: 5 AD / 1 DD
Movement: 8 squares
Attack Range: 24 squares
Demo: Equip with a rocket launcher this soldier uses explosives to get the job done.
Stats: 1 AD in a four square area / 3 DD
Movement: 6 squares
Attack Range: 12 squares
Special Action: Demos can choose to spend 2 action points to destroy cover. They can also do the same to a wall but only if they are adjacent to it.
Phyro: These soldiers are the scourge of the battlefield. Able to attack multiple targets in a strait line they are not to be taken lightly.
Stats: 2 AD / 3 DD
Movement: 4 squares
Attack Range: 6 squares (Roll damage for every unit in this range
Heavy Tank: Can act as a wall to keep your soldiers safe.
Stats: No AD / 10 DD
Movement: can only move 4 squares at a time. Must move in the direction the arrow on the Heavy Tank Tile is pointing. To turn the player must spend a move action and rotate the tank 90 degrees.
Turn Order
First Phase:
Each turn you can take 2 actions.
-move
-attack
-place cover
You may take the same action twice.
End Turn
Next player to your lefts turn. (Clockwise)
Combat
When a player chooses to attack they must roll a number of six sided dice equal to the attacking unit's AD (Attack Dice). The defending player must roll a number of six sided dice equal to the defending unit's DD (Defense Dice).
When the attacker rolls their dice.
If the attacker rolls a 1, 2, or 3 on a die. That die is considered a miss.
If the attacker rolls a 4, 5, or 6 on a die. That die is considered a hit.
The attacker then adds their hits together into a attack score.
When a defender rolls their dice.
If the defender rolls a 4, 5, or 6 on a die. That die is considered a block.
Anything lower that 4 does not block the incoming attack.
The defender then adds their blocks together into a defense score.
Whoever has the higher score in the end wins the combat.
Ex: Attacker gets a total of 3 on their attack score. The defender gets a total of 2 on their defense score. The defenders dies and is removed from play.
Tuesday, October 16, 2012
Print and Play Game Idea Brainstorm
For my GA227 game concept class I need to brainstorm some ideas for a board game I'll be creating. Here's twenty ideas I've come up with so far. My inspiration for some of the might be real obvious.
1. A checkers like strategy war game
where the spaces on the game board are hexagonal instead of square.
2. A chess like strategy war game
where the spaces on the game board are hexagonal instead of square.
3. Strategy war game where you build
walls and cover to protect your troops from enemy fire while trying to take
control of a center point.
4. Strategy war game where player
must cross enemy lines to connect enemy nodes to a center point to win.
5. Strategy game where you try to
connect nodes together creating a direct path from yourself to an enemy player.
6. Strategy card game where players
summon minions to the game board to do battle.
7. Strategy card game where the cards
your play alter the layout of the game board in front of you.
8. Path finding game (like the way or
the path) where the players must discover a path to the finish line while
dodging roaming monsters.
9. Team based path finding game where
each member of the team has a separate job they need to use (like rotating or
moving tiles) to get to the end of the map.
10. Racing game where you travel
around in a circle three times before the other players while using power ups
that allow them to advance faster or hinder opponents.
11. Co-operative team racing game
where players need to work together to beat the other teams.
12. Co-operative survival game where
the player must work together to survive some sort of threat.
13. Competitive survival game where
the players must survive a nonplayer threat as well as other players.
14. Chess like wall and platform game
where players are allowed to alter the game board as they try and capture enemy
pieces.
15. A game where players work together to clear
out an infestation of creatures on the game board.
16. A tile based game where players
try and take over as much territory as possible to win.
17. A tile based game where creating
certain patterns gives you points needed to win.
18. Risk like game where you try to
conquer nodes and connect them to an enemy players main node.
19. Collection game where you try and gather more
resources (points) than the other players before time runs out.
20. Tiled maze game where players move through a
labyrinth trying to get to the center first.
Friday, October 12, 2012
Deconstruction: The Mini Quest
For class I had to deconstruct a print and play game from the internet. I came across this little game and decided I'd give it a shot.
The Mini Quest
Mini Quest is miniaturized adventure RPG created by Jason
Sondoh and Robertson Sondoh, Jr.
Goal of the Game:
The main goal of the game is for the players to race to
defeat the final boss.
Core Mechanics: Players
must take turns move their character tokens across the map so that they can
gain gold to buy better equipment so that they can defeat the final boss and
win the game.
Space of the Game:
The space for the game takes place on a 2-demensional board made
of individual hexagonal spaces. Each space represents a different area or
region. Varying from forests, deserts, mountains, villages, and cities.
Objects, Attributes,
and States:
Objects:
·
Area tiles
·
Player character tokens
·
Player character sheets
·
Monster encounter tokens
·
Quest tokens
·
End boss tokens
Attributes and States:
Area Tiles:
Area tiles are the spaces the player’s place their character
tokens. Each space has one attribute assigned to it. Most of these spaces
represent a type of area like a forest, deserts, or mountain. Each of these
areas can spawn a different monster depending on the monsters area type.
These spaces have two states. The first is undestroyed and
it acts as according to the rules. The second is destroyed and it can no longer
be accessed by anyone.
There are two city spaces and two village spaces in the
game. The cities attributes include services provided to the player(s) that
occupy the space. These include healing up to full health for a GP fee, buying
things from the market, and starting a quest or resolving one. Village attributes include different
services. Such as Just like the area
spaces these can be destroyed as well.
Player Character Tokens:
Player character tokens are use to represent the player on
the game board. Their main attribute is that they can move one space in and
direction into another space.
These pieces have two states. In the first state they can
move one space in any direction. After a player upgrades their character with a
magic item like the GPS Watch or Jetpack they can add another space to their
movement.
Player Character Sheets:
Player character sheets have three attributes. First is the
player’s hit points or HP. The player has 10 HP to start with. The second
attribute is the player’s action points or AP. Each player starts with 2 AP.
The third attribute is the amount of gold they have. Each player starts with 0
gold.
First a player’s health has three states. The first is at
full health (10HP). The second is less than full health but not 0. And the last
is if the player drops to 0 HP. If this happens the player is forced to return
to the kingdom and loose half their gold. The players AP can be upgraded with
magical items to increase their effectiveness in combat. This can only go up to
5 however.
Quest Tokens:
Quest tokens have one attribute. The letter on the token
corresponds to a letter on the quest list in on the rules page. This list
explains to the player what quest they’re on and how to complete it.
Quest tokens have three states. The first is in the quest
token pile. The second is the player working on the quest. The third is the
player completing the quest and receiving their reward.
Monster Encounter Tokens:
Monster encounter tokens have seven attributes. First they
have the amount of gold the player receives when the monster is defeated. The
second attribute is the weight that decides how easy it is to escape from that
monster. The third attribute is a monster area space that decides where the
monster can spawn. The fourth attribute is a hit point number that describes
how much health they have left. The fifth attribute is the monster Ability
Points which tells the player how many times that monster rolls dice against
them in combat. The sixth attribute is the monsters magical elemental weakness
that increases the amount of damage done to the monster if the player attacks
with that element. The seventh and final attribute is the monsters name.
The monster encounter token has four states. The first is
out of play in the monster encounter token pile. The second is in the monster
stack pile. The third is in combat with the player. The forth is that the
monster is dead.
Boss Token:
The boss token has three attributes. He has 10 hit points, 6
action points, and a movement of one space.
The boss has has four states. The first is not in play at
all. The second is in play moving from area to area destroying each space he
lands on. The third is in combat with a player. The forth is dead and the last
player to hit him wins.
Actions: Players can choose to do three things on their
turn. They may set up camp and restore 2 HP if their outside a city or 4 HP
inside a city, they can move to an adjacent space, and they can finish a quest
if they’ve completed it.
Rules:
Behavioral Rules: Player should be good sports with one
another even when they're loosing.
Advisory Rules: Players should try and gather enough gold to
buy one of the elemental rings from the merchant as early as possible. These
will allow you to kill monster quickly and reduce the chance of you taking a
lot of damage. Later down the road when the boss is getting ready to spawn its
advisable for you to spend your gold on a movement upgrade. That way you can
get to the boss as quickly as possible
and give you the edge on defeating him first.
Subscribe to:
Posts (Atom)