Hey guys, I have posted the pictures from last night. here is the link.
PIctures
I think it was Lionel, Jacob, Phil, and Trevor (me) that wrote on the whiteboard last night. so if you need them for reference, there they are. I will keep this gallery active and post any other pictures of the whiteboard to here for reference.
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- Animation (3)
- Audio (19)
- Characters (3)
- From Kim (1)
- Inside Voice Alert (55)
- Level Design (27)
- Pictures (4)
- Post Mortem (6)
- Programming (5)
- Term 1 (202)
- Testing (21)
- UI (25)
- Weapons (24)
Friday, February 26, 2010
Thursday, February 25, 2010
Jordan Phillips -- Mechanic #088, Proclamation of God
Alright, so the idea behind this mechanic is that while playing this "game", the game itself is God in the sense that it gives the player one new rule to follow per level, and that each rule "persists" as an unwritten law for the rest of the game. However, the catch is that sometimes some of the rules will not be true.
For example, let's say in level one that the player is told that touching red walls is dangerous. Thus, the player will want to follow the rule throughout the level, because death is permanent in this game (which means no continues or check marks, you go back the the start!) In the second level, that rule still applies, but it isn't explicitly stated to the player. A new rule will be stated for level 2, e.g. don't let yellow light touch you.
And then, just when you think that it's a strange game of Simon Says, sometimes the rules aren't true. But the only way you can find out is if you choose to defy the rules, which means LOTS of trial and error. This could lead to lots of frustration on the player's part, because they'll be starting from the beginning many, many times.
The social commentary that is quite clear here, is that some people will just choose to listen to "god" and follow the rules, safely reaching the end of the game. Some people will choose to defy the rules in hopes of reaping greater rewards such as treasure or a powerful item. Many times, though, falling into a forbidden pit will likely result in death. But you'll never know unless you try.
The creator's idea is that in the end, two groups of people would be arguing over how to play the game. Be a rebel, or be a follower? This is clearly based off of the quarreling between religious groups and atheists, or the idea that following a set of unwritten rules and ideas keeps a person from exploring new and greater possibilities. If a "moral of the story" could be applied through an interactive program, this would be it. Not so much a game, but a new-age Aesop's Fable. Without anthropomorphic characters.
For example, let's say in level one that the player is told that touching red walls is dangerous. Thus, the player will want to follow the rule throughout the level, because death is permanent in this game (which means no continues or check marks, you go back the the start!) In the second level, that rule still applies, but it isn't explicitly stated to the player. A new rule will be stated for level 2, e.g. don't let yellow light touch you.
And then, just when you think that it's a strange game of Simon Says, sometimes the rules aren't true. But the only way you can find out is if you choose to defy the rules, which means LOTS of trial and error. This could lead to lots of frustration on the player's part, because they'll be starting from the beginning many, many times.
The social commentary that is quite clear here, is that some people will just choose to listen to "god" and follow the rules, safely reaching the end of the game. Some people will choose to defy the rules in hopes of reaping greater rewards such as treasure or a powerful item. Many times, though, falling into a forbidden pit will likely result in death. But you'll never know unless you try.
The creator's idea is that in the end, two groups of people would be arguing over how to play the game. Be a rebel, or be a follower? This is clearly based off of the quarreling between religious groups and atheists, or the idea that following a set of unwritten rules and ideas keeps a person from exploring new and greater possibilities. If a "moral of the story" could be applied through an interactive program, this would be it. Not so much a game, but a new-age Aesop's Fable. Without anthropomorphic characters.
Lance, Perry, Todd Bluesky and Brainstorm
Here is a list of our blue sky items. The blue sky was determined with the topics of cabbage and drunk driving.
http://docs.google.com/leaf?id=0B5fN3QSwSq6AMDU2NjQ2MzUtZGQwMi00NjMzLWIwZWQtOGYwODcyOTljZjE2&hl=en
Here is our list of brainstorming ideas that we came up with:
http://docs.google.com/leaf?id=0B5fN3QSwSq6AYjNhMzRjYjMtYTg0My00ODE0LTg5YzEtMGFkYmE3ZmJkN2Uz&hl=en
http://docs.google.com/leaf?id=0B5fN3QSwSq6AMDU2NjQ2MzUtZGQwMi00NjMzLWIwZWQtOGYwODcyOTljZjE2&hl=en
Here is our list of brainstorming ideas that we came up with:
http://docs.google.com/leaf?id=0B5fN3QSwSq6AYjNhMzRjYjMtYTg0My00ODE0LTg5YzEtMGFkYmE3ZmJkN2Uz&hl=en
Lance: Game Mechanic #22: Mini Crawl
The gameplay mechanic known as Mini Crawl on Squidi's website (http://www.squidi.net/three/entry.php?1d=22) is one of the most unique types of games I have seen in recent memory. Instead of having a full-scale epic adventure that would hog system resources, it's just a simple banner ad. It's really meant to link to the squidi site, but it's also a litter diversion for the player.
One of the best parts is that it features an inventory system and player stats as well as giving the feeling that it's more of an old-school NES RPG. The combat system I also like in that it's fairly straightforward and not complicated by four million commands that seem to plague several of todays RPGs. Navigation is also quite simple as it's on a side scrolling 2D plane. it also has a bit of a 3D element.in that players can go through doors in the backgrounds to access new areas of the game. I honestly would love to see this game developed as I would almost always be playing this when surfing the web.
One of the best parts is that it features an inventory system and player stats as well as giving the feeling that it's more of an old-school NES RPG. The combat system I also like in that it's fairly straightforward and not complicated by four million commands that seem to plague several of todays RPGs. Navigation is also quite simple as it's on a side scrolling 2D plane. it also has a bit of a 3D element.in that players can go through doors in the backgrounds to access new areas of the game. I honestly would love to see this game developed as I would almost always be playing this when surfing the web.
Squidi Homework
Mechanic #011 Time Shock Tactics
The name of this title quickly caught my attention I was thinking of final fantasy tactics and the it looks kind of similar to it. There's three different types of groups and they branch out into 5 different types of characters that vary in movements and attacks. The game has some very basic things with the attacks and defense stuff. It has a simple equation for attacks but it doesn't show hit points only full power or no power. I would definitely play this game because I love these kind of concepts for any game that I play.
The name of this title quickly caught my attention I was thinking of final fantasy tactics and the it looks kind of similar to it. There's three different types of groups and they branch out into 5 different types of characters that vary in movements and attacks. The game has some very basic things with the attacks and defense stuff. It has a simple equation for attacks but it doesn't show hit points only full power or no power. I would definitely play this game because I love these kind of concepts for any game that I play.
Review of mechanic 106: Composition Army
link
This game was described as "Comp-Grid battles meet Tetris." In this game, 2 players compete using units that approach the front line in a tetris-block-like formation. Overall, I liked the idea of it, but I would have liked to know how time passes in game, as it only mentions that it takes 5 seconds for wounded units to be removed from battle. Some of the advanced rules such as column bonuses and fusion seem like they add a layer of complexity for more advanced players. One more thing that I liked about this game is that it could be easily paper-prototyped, by representing seconds by turns. Overall, it could be a great game if handled right.
This game was described as "Comp-Grid battles meet Tetris." In this game, 2 players compete using units that approach the front line in a tetris-block-like formation. Overall, I liked the idea of it, but I would have liked to know how time passes in game, as it only mentions that it takes 5 seconds for wounded units to be removed from battle. Some of the advanced rules such as column bonuses and fusion seem like they add a layer of complexity for more advanced players. One more thing that I liked about this game is that it could be easily paper-prototyped, by representing seconds by turns. Overall, it could be a great game if handled right.
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