Rabu, 31 Desember 2014

Week 7 Workshop

5 Rooms Dungeon

This week it is our job to come up with a 5 Room Dungeon for our characters from our last game we played which is Microlite 20. We have come up the design for the dungeon and the story for the game itself:

Rooms:

Room 1: is guarded by goblin and there is a lady we need to rescue
Room 2: is a trap room which is characters need to go if they fail to unlock the door in Room 1.  Over here skill check is use to see if character is able to avoid to detected by the enemy.
Room 3 : is guarded by 2 werewolf , Player need to defeat them and make decision on two treasure which can boost their attack or defend.
Room 4 : is the boss battle
Room 5 : Final treasure room and plot twist

Team Member:
1. Ruosmeta Nhong
2. Adalbert Clift
3. Aloysius Joshua Adelpho
4. Reynaldo Kevin Darmawan

Week 5-6 Workshop

Microlite20 RPG Games

In this week we are going to play an RPG game, a game called Microlite 20. It is quite confusing for me, especially when we try to create character. We need to define the race and classes. Each race have their own advantage. Our attack and HP also depends on dice roll, but it is bad that i always get a low number. For the quest, the lecture have provide us with "The Bandit Chief" quest that requires one GM and 2 players,which i cannot complete, because my character have already die before it reach the final stage.

Using A.G.E framework, in the action side, since we only play one quest at a time, i can only said that player can attack by rolling a die and to choose item they want to use on battle. Because the quest is about defeating monster. Maybe in other quest, player may be able to talk to the NPC which may result another story. For the gameplay, the main purpose are usually to complete the given quest. The game master will control the flow of the game, so if a quest about defeating an enemy, you must attack and survive from the battle until you complete the quest.

As for the experience player may encounter excitement at first, because the player do not know the flow of the quest, only the game master know everything. So maybe, there will be some unpredictable encounter that will makes the gameplay more exciting. There is also self-identification, which the player may feel because the player can create the character class and race by themselves, which lead to survival, because to continue the quest, the player will have to encounter battle and survive all the way round so their character will not die (since if the character die, you must create a new character to replace). Survival also links to excitement, also links to pride and joy if we ale to defeat the enemy or complete all the quest given by game master.


Senin, 29 Desember 2014

Week 8 Workshop

RPG Game Design


 In this week we are creating an RPG game. We took the combat system from the M20 rulebook as well as the stat the character will used. We are making a map with 5 different terrain with each terrain having their own unique quest and surprise in them. All the terrain have different level of creatures to encounter but the forest which is the first starting area are generally easier than the others. Player movement will be determined by their dexterity and armor type the higher the dexterity the faster you can travel. And the heavier your armor type the slower you can travel.




 


The player will start at the town, the town is basically the place where you will get most of your quest, and turn them in. of course there will quest that will come up when you do another quest. At first you will mostly do gathering quest and easy hunting quest. But as you progress you will be send to kill bandits and more tougher opponent. When you've done all the main quest in the starting area you will be send to the dessert and help a village that is under siege by bandits and finally the main objective is to slay the dragon in the volcano, which is the hardest terrain.    





Team member:
1. Reynaldo Kevin Darmawan
2. Michael Jaurie
3. Aloysius Joshua Adelpho 

Week 4 Workshop

Territorial Acquisition Game Design

In this week we are creating a territorial acquisition themed board game.  The game is about two kingdom trying to defeat each other.  This game can only be played with two player.
 

The game start with each player flipping a coin or other method to decide the order of turn.  Each turn a player can only move his troops to one base now each base is filled with 50 soldiers. Now every time a player take that spot he will get additional 50 troops. Each player will start with 100 troops, and in order to destroy the enemy base they need to at least have 250 troops. Now, the thing is that each player don't know which area has been taken by the other player and how many troops are stationed there. Should the troop defending the area have higher number than the attacking troops then  the attack obviously failed. Now what happen, when the player loses a base, the original 50 troops that were in that area are given to the attacking player and the area is his. Player can't just attack anywhere they want, it must be within reach of their nearest base. So in order to attack, you need to make a clear path to the enemy base.

Team member:
1. Reynaldo Kevin Darmawan
2. Michael Jaurie
3. Aloysius Joshua Adelpho 

Week 9 Workshop

Puzzle Game Design

In this week we are to create a puzzle themed board games. the idea for our games was that the player have to get out of the prison using whatever resources he can get from his room, with an exception that player will be help by an anonymous message containing certain tools. 

At the start of the game player will be given an instruction to get out of the prison. Player will also be given a knife and a rock. The player are free to do whatever they want with the object and tools that they got and try to escape, but be careful as there is a guard nearby. Now the solution is that the player can try to torn the bed and take the spring to make some sort of grabbing stick using the knife and then wait for the guard to sleep/ leave and then take the key or they can try to attract the guard maybe by clogging the toilet or pretend to be sick or any ways that you think will make the guard rush into your cell and you can just kill him with your knife.

Say if you think that was too easy, then you can try to make it harder by saying that the tools are not there and you only have your bed mirror and the toilet in your cell. You can try to figure how to either stole the key or kill the guard, the player are free to imagine any possible way to escape as long as it is still logical. 


Team Member:
1. Reynaldo Kevin Darmawan
2. Aloysius Joshua Adelpho
3. Michael Jaurie

Week 2 Workshop

Analyzing Classic Game


In this practical, we discussed about how do we analyze using A.G.E framework for the first time. And from the link provided, the game i choose to analyze is an Arcade basis games called Asteroid by Atari. The link is: https://www.atari.com/arcade/, there are also other games that you can try other than this games.

From the A.G.E framework, we can analyze that from the action side of the game the player can move the ship, they can rotate the ship 360 degree, they can fire the ship's weapon and use charged attack by holding the same button, and they can also teleport the ships to another location around the field.

For the Gameplay side, we can see that the main objectives is to destroy incoming asteroid by firing the weapon using weapon button ,and to survive by moving the ship or wrap to avoid the incoming asteroid.


For the Experience side, the player will experience to be self-identified as a outer space pilot. Self-identification will lead to survival, that the player must also avoid themselves to hit the asteroids. The survival may become excitement, that because the player not only have to avoid them, but also to shoot them to complete the mission. Aside from self-identification, the player may have a competition feeling, that because Asteroid game was quite popular before, many players may compare their score one to another which later lead to pride and joy to the player who got the highest highscore in the game. Note that survival may bring pride, since that the more time you survive and destroy the asteroids, the higher scores you get. 


Week 3 Workshop

Race to and End Game Design

In this week we try to create a board game based on racing games, where our game idea is developed from Mario kart which is really popular racing game on Nintendo platform. In this game can only be played by two people.


At the start of the game each player have to choose  one number in the range 1 to 10, 11 to 20, 21 to 30, 31 to 40, 41 to 50, 51 to 60, 61 to 70, 71 to 80, 81 to 90, 91 to100, and 100 to 110. This number is used to place lucky place so when the player step on the his/her own number he/she will get to role 1D6 and the effect will be depend on the number that show at the top of the die. This is the following effect of the die:
1. No action
2. You can choose 1 number again to set this effect ( any number from 1 to 110)
3. The enemy will get an extra turn to roll the die
4. You moved back 6 number
5. The enemy have to roll the 1D6 die, and he/she has to move back according to the number he/she get
6. Swap the position between you and your enemy

Next,  you move your piece based on the result of the 1D6 die that you roll, also when you role and you get number 6, first you move your piece and you will have the chance to roll the die again. Player who reach the number 120 first will be the winner in this game. In order to win this game you need to get the exact number to 120 or else you have to bounce back, for the example when your position in 118 and the you roll and you get 5 then you will not instantly win this game because you will be bounce back to 117 (119 for 1st move, 200 for second move, bounce back and 119 for 3rd move, 118 for 4th move and 117 for 5th move).

Team member:
1. Reynaldo Kevin Darmawan
2. Michael Jaurie
3. Aloysius Joshua Adelpho