Tuesday, 27 November 2012

This game is: Automatic, Supersonic, Hypnotic...

Local produce has always had to compete with the "Big Guys" when it comes to selling their products; although its usually cheaper and better for the environment! This week, we were asked to create some kind of game that focuses on local Ontario fruits and vegetables - specifically when they're fresh/in season. The goal of playing our game is to give people within Ontario a heightened knowledge of when they can buy fruits and vegetables locally.

They'll be even fresher than these.
Above image taken from http://amengelkoch.blogspot.ca/
The first thing we had to do before we started was decide what kind of game we wanted it to be. We played around with the idea of the four seasons on a square, with each quarter of the square representing a different season. Since it couldn't be a race-to-the-end game and we're such a fan of cards, we then tried to incorporate them somehow. Since fruits and vegetables are only fresh during certain seasons, we created decks of cards based on the four seasons. We then searched online for the Ontario's government website which shows a list of when all of Ontario's fruits and veges are in season.

The game then took a turn here, when one of the group members decided that players should be collecting the fruits/vegetables based on the current season in an attempt to collect more fruits/vegetables than other players. This then evolved into players gaining money based on the type of fruit/vegetable they collected, with all-year one's generating less money than specific seasonal ones. We also gave player's the option to trade their fruits/vegetables with each other (specifically for getting one of the various bonuses that happen end-game) or purchase a Farm. If a player owns a Farm that makes the fruit/vegetable another player has drawn, then that player gets half of what the other player would have received. A few more specific details and tweaks later, and the game was finally complete.

RULES:
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Players: 4 or more

Dominate the market in this all-out battle for farm produce domination! Compete to win the most money by growing and selling a variety of fruits and vegetables - or even trading for what you think could be the produce that rockets you to the top!

Set-up:

  • Each Season Deck must be shuffled separately and placed next to their respective Season on the board.
  • Each player receives $25 (each money piece is worth $5).
  • The spinner is then set to “Spring.”
  • Players can decide who goes first however they please.

Play:
  • At the start of a players turn, the player has the option to purchase a Farm Card by flipping over a Farm Card – your first purchase costs $10 and each subsequent purchase costs $5 more (2nd is $15, 3rd is $20, etc.)
  • Players may also trade any Farm or Produce cards with other players before beginning their turn.
  • The player then flips over a card from the current Season.
  • The player collects the money the card states – the rarer the card, the more money its worth. PLAYERS KEEP THE PRODUCE CARDS.
  • If another player has a Farm that produces the turned over card, the player who flipped the card must pay the Farm owner half of what they would’ve received.
  • After one whole round (e.g., when the first player begins their next turn), the Season changes to the next one in a clock-wise fashion.
  • After all four seasons have been played through, a new year begins.
  • Play ends after the end of the 5th year.
  • Players tally up all their Produce Card values and whoever has the highest value wins.
  • Players must also consider the End-Game Bonuses before confirming who wins:
o   Most Vegetables: $20
o   Most Fruit: $20
o   Rock a P (2 Peaches, Pears and Plums): $25
o   Garden Salad (1 Lettuce, 1 Carrot, 1 Cucumber, 1 Onion, 1 Mushroom and 1 Tomato): $35
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The Season Tree game board.
In the end, this game became more fun than I thought it would - especially given the context of the idea. In my opinion, no one in their right mind would play a game that teaches you about when fruits and veges are in season; but I feel that the way we've structured our game keeps it hidden enough that the player doesn't necessarily know they're learning along the way. The game has a sort of Monopoly meets Mario Party vibe when it gets down to it; although one thing that player's seem to overlook is trading. This could be due to the fact that everyone is trying to get the same end game bonuses - so some form of card deck that contains random bonuses may have worked out better. The best possible thing (assuming we used a card deck) would be to shuffle the deck and select three bonus cards after the game is done. In this way, players are more likely to trade since they are unaware of what they'll need to collect a bonus when the game is over.

Thursday, 22 November 2012

Chikka changa changa.

Bollywood - an Indian style of dance that is slowly becoming increasingly popular in the western side of the world. One famous Bollywood film that has generated an unforgettable (literally lodged-in-your-head unforgettable) song is Dil Se with the cult favourite Chaiyya Chaiyya. The song features a large group of people dancing and singing on a train and being able to dance on top without falling off; impressive stuff.

See? Impressive. Who even knows how fast that train's going?!
For our game this week, we were asked to capture the essence of this particular Bollywood scene and transform it into a party board game that inspires movement - like games such as Twister. We decided that the best thing to do would be to get the players dancing - cause hey, that's about the only thing going on in this scene (next to the singing). We decided that players would draw cards and then watch a video to learn the move, with a limited number of views. Players would then perform the move and some point to get points, with harder moves earning more points.

We studied the Chaiyya Chaiyya clip, Jai Ho from Slum Dog Millionaire and the other Youtube "sensation" Tunak Tunak Tun. Using all these moves as the base, we then recorded ourselves performing the moves and proceeded to name them accordingly. Thankfully, I have 15 years of training in dance, so this really was a snap. The reason we chose these three songs is that we felt they captured the Bollywood essence best - all are upbeat and leave you with a carefree feeling. The moves themselves seem rather... impromtu, although everyone can be seen performing them at once. Its this carefree, semi-spastic flowing of the limbs that makes Bollywood what it is.

RULES:
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Chaiyya Chaiyya Party Extreme!

Setup:


  • To begin a new game of Chaiyya Chaiyya Party Extreme, both the Easy Dance Deck and the Hard Dance Deck must be shuffled separate from each other.
  • From here, the easy deck and the hard deck are placed on the game board inside their designated areas.
  • Determining which player goes first is simple.  The owner of the game goes first and then determines the order for the game.
Gameplay:
  •  The Gameplay phase begins when the first player picks up either an Easy or Hard Dance Card.
  •  After choosing their card, the player will read off the card details to the other players of the game.
  • On each card are three details: The Song Indicator, The Dance Move, and the Score Modifier.
  • After the details have been revealed to the other players, the dancing player must find their corresponding dance move in the dance list.
  • The player will be able to view the dance move twice before they are allowed their one chance to complete three consecutive repetitions of the move.  Dancing will be completed with the three songs provided.
  • The other players will judge whether the player has completed their move successfully
  • If the move was completed, the player gets the corresponding score and they keep the performed dance card in their hand. If the move was not completed, the card is inserted back in the deck
  • Each player may only have a maximum of four cards in their hand at one time. The player may pick up a Dance Card and perform for their score however, they must discard before a new card can be added to their hand
  • Whenever a player has more than one card in their hand, they may attempt a Combo Dance!  This means that the player may try and perform all of their dances in one performance to earn all of the score modifiers combined! 
  • To win, a player must reach a score of 1000 points, or a player can win through the Special Combo Dance.  A Special Combo Dance is when the players four cards are all from the same Song Indicator.  If the is able to complete the Special Combo Dance for the duration of the songs provided!
  • HAVE FUN!
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Overall, it was a pretty interesting experience creating a dance game. One thing I wish we could have done was create an interactive DVD video of sorts with a cool menu. This would've made the experience way easier to convey to the user. Also, it would be cool if there was a sort of training mode where the moves are walked through slower in case people wish to practice.

None the less, this game will get you hopping and laughing at your friends - guaranteed.




Tuesday, 6 November 2012

Once upon a tim...

Creating a character for anything (movies, books, games, etc.) can be quite the daunting task. Not only do you need to "be" the character to get in their head and say/think things they would - you also need to know everything about the setting around them as well as their time period (unless they're fictional - then it becomes slightly easier). This is exactly the thing we were tasked with this week in Game Design: creating a character set somewhere within the past or present.

For some strange reason, I was really itching to create some old man with overalls. After messing around on the sketchpad, I was finally able to create something useable as a reference.

What a beaut.
But where in the world to put Carmen Sandiego? I decided on letting the location impact his name, since if he was in a smaller town or somewhere outside of certain areas of North America, I feel as though the name choice could be impacted by that. I finally settled on landing him in Lithuania sometime during the 1800s. I then gave him a proper Lithuanian name: JOKŪBAS.

Lithunia's location (in dark green).
Above image taken from http://upload.wikimedia.org/wikipedia/commons/thumb/e/ec/EU-Lithuania.svg/713px-EU-Lithuania.svg.png

As for the time period, that was a much harder choice. I didn't want to put JokÅ«bas in something intense since his design seems pretty timid and laid back - but when the going gets tough, he has a panic attack and dies of cardiac arrest. Two unsuccessful uprisings in 1831 and 1868 brought the ban-hammer down from their new Russian Conquerors (who had just taken over a greater part of Lithuania in 1772) in what was called a Russification. They attempted to stop Lithuanian presses, as well as educational and cultural schools, however, due to extensive network of book smugglers and secret Lithuanian home schooling, the Russification was in vain. 

Now, I know I said I didn't want to put Jokūbas somewhere intense due to his design, but on looking at it again, he could totally be someone who helped during the book smuggling. All printed material was banned in force from 1866 to 1904 - so Jokūbas will be from... 1868 - near where the resistance started.

Ok, time and place are set; now all we need is a full character bio on him. These can be seen from the excerpts of his diary, below:

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My name is Jokūbas. I'm a Jewish male who's just over 55. I was given birth to in Šiauliai, Lithuania by my beautiful mother Julija. My father, Linas, was there, I'm sure, but it is likely he didn't help too much, ha ha. Alas, both have passed away in assisting me with something that must be done in our country - something we need in order to keep Lithuania true to its roots.

The year is 1868; 2 years after the attempted uprising. I have stayed out of sight for the past couple days to remove any watching eyes - Milda says it's possible that they are catching on to what we are doing. Thankfully, I believe myself to look rather harmless and try to take on a timid approach any time I venture into the outdoors. The first thing I want people to think when they look at me is: that man looks like a priest that no-one wants to listen to. A recluse. This will make my job easier as time goes on.

An interesting thing happened today with Milda. While we were talking, she put her hand on my hand. I'm no fool towards love - in my old age, I had many a lover back when things were simpler. If things were simpler, I might've tried to court her. In these times and in my current line of work, a family is hardly something to be focusing on.

My best friend is Milda - surprisingly enough. This could be why I thought the hand placement was one involving love. I overlooked that she could just be caring for me. I think too much, sometimes. Milda is such a smart, funny, caring, loving, humble, generous... ah, I can see perhaps it is me who wishes we could be together some nights. I know it tisn't the place now, though. Perhaps in another life - in another time. I wonder what Milda thinks of me? If someone were to ask her, I bet she'd say how forgetful I can be with small things, ha ha. Doesn't seem like the greatest attribute for smuggling books, but I get by somehow. I'd like to think she would also say something about my fantastic cooking.

I wouldn't steal unless it was to give something back to Lithunaia. Lying, on the other hand, that is something that comes up week after week. Covering for my partners, helping them stay out of trouble and watching my own back too. In this line of work, lying is inevitable. I keep clean where I can, though - I always tell the truth to people who are important to me.

Today, Pilypas started ushering rumors about me to the rest of the team. I could tell due to all the glances I got at the meeting and how the whistling murmurs halted on my entry. What asstounds me is that anyone would believe Pilypas in the first place - there is not a thing for Lithunia I would not or have not done! I keep my word to everyone and never back down on a promise! I have already given so much to this movement and yet, even in these times when we must all stay together; when we must join hands to overcome this huge obstacle, people are still trying to weasel their way to the top.

Nothing brings me more joy than sitting down and playing some old folk songs on my lamzdeliai. Anything to raise the spirits when they are feeling low. Although we have not had a festivity in a while, I am very sure that soon our spirits can be light once again. What brings me profound sadness, however, is this continual Russification and the impact I watch it have on the lives of my friends, family and neighbours. If we had wanted to be Russian, we would have been Russian long ago. 

The one secret that no one must know is the mission I am carrying out right now. If anyone were to get word of this to the police, I would be done for. Locked away until my final days. Delivering these books to everyone within my zone without getting caught and without the books being discovered by anyone other than the intended receiver is no easy feat; but someone has to do it. 

Death has been something that has weighed heavily on my mind these past few days, every since my extremely close encounter and chase. I had always said once I joined the resistance that I would not fear death as I would be gambling closely with it. After yesterday, however, I am not so sure. I know it should not be feared yet I cannot help but fear it. Perhaps it is due in part to me wanting to see Lithuania rise up to what it once was; to a time without the dark clouds hanging over.

I ran into my mortal enemy on my route today and it took all the strength in my body to not yelp and give my position away as a guard passed. As I was crouched in a bush, I watched a spider slowly descend from a branch in front of me. As it dangled in my face, I felt my pulse quicken and sweat starting to bead down my brow. Thankfully, the patrol passed quick enough that I could jump out of the bush and run out of there!

I'm a patient man; as I wait for the beginning of the new Lithuania to commence, I do all the small things I can to speed the process along.
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List of references:
http://en.wikipedia.org/wiki/Book_smuggler
http://en.wikipedia.org/wiki/Lithuania
http://en.wikipedia.org/wiki/Christianisation_of_Lithuania
http://en.wikipedia.org/wiki/Kaunas_Fortress
http://en.wikipedia.org/wiki/Music_of_Lithuania
http://www.behindthename.com/names/usage/lithuanian

Wednesday, 31 October 2012

Tic toc, Batman; tic toc (toe?).

Ahh, Tic-Tac-Toe. My friend; my enemy. The times and places I've played you while waiting for important things to happen is so vast... Jack Astors', on a napkin, with my brother... Good times; good times, indeed.
                - Me, the blogger

This week we were tasked with doing a little -chikka chikka- REMIXING. We were asked to remix two games: Tic-Tac-Toe and a game we had created previously. As I'm sure we all know, Tic-Tac-Toe is played by one person assuming the role of X's and the other O's. Players play on a 4x4 grid and take turns placing their respective symbol on one of the spots. The first person to get three in a row in any direction (including diagonal) wins. If neither player achieves this, it is a tie. Our objective was to add another rule to this game and make it challenging/fun for players of all ages while adding some form of random element. I quickly came up with a concept - some sort of tile rearranging system that dictates who can place their symbol down. This could be done with either two players or four players, although the four player board would need a bigger matrix of play.

2 player board.

4 player board
But a name was still needed: TicXTax. Perfect. To add the random element, I then included a deck of cards. There are two types of cards: Board cards and Player cards. Each Board card has a number and a sub-number. The deck is shuffled and then cards are played face down on the board. Each player then draws three cards. If a player has a card with a matching combo and sub-combo for any combo on the board, then the player pay put their card there. (e.g. if Player 1 has a 3-1 card and Player 2 has a 3-4 card and there is a 3(1-5-4), then both players may use that space). If a player is unable to go, then they pick up a card. The first player to three in a row wins. On the 4 player board, the first to 5 in a row wins.

Board cards.

Player cards.
RULES:
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Set-up:
  • Shuffle both the decks of cards. Place the board cards one-by-one onto the board, turning each face-up as you do.
  • Each player then draw's three cards.
 Play:
  •  Players take turns placing matching cards on the board. The first to 3 cards in a row wins. If neither player succeeds, its a tie.
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After playing the game a couple times, I found that the game become more tolerable than regular Tic-Tac-Toe (I lied, its not that fun. When its come down to Tic-Tac-Toe, save yourself). The only problem was when it came down to neither of us being able to draw a card that we needed to play to win; the card would either already be played elsewhere or just at the bottom of the deck. Regardless, this is a nuisance that helps keep that "random" element of the game.

 After finishing that hot track, I started working on the next. I decided to remix the game H.A.C.K.E.R.S., created by myself, James Creavalle and Divakar Dev (see my blog post about it here.)

In H.A.C.K.E.R.S., each player tries to over take the others by collecting power bits and overtaking other player's nodes. The random element of the game that I've added is a random number generator from 1-9 or a spinner. This spinner would replace the flat rate of acquiring bits that players used to get each turn. Players would collect their respective role and then continue play as normal.

RULES:
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Set-up: Each player chooses a Faction to represent in the war by choosing a colour of bead. Factions then roll to see who goes first or play Rock, Paper, Scissors. Players chose a starting node based on turn order. Each node is assigned 10 bits of power. Players then decide how many turns the game will run for. At the end of the last turn, the player with the most nodes wins.

Play: Each node runs on bits. Players accumulate bits at the beginning of each turn by either spinning a spinner or using a random number generator from 1-10. Players amass bits based on what they roll with a boost based on how many nodes they own, according to the following chart:
  • ·         3 nodes = +2
  • ·         6 nodes = +4
  • ·         9 nodes = +5
  • ·         12 nodes = +7
After capturing 12 nodes, you gain +1 for every 2 more captured nodes. The collected bits are then distributed to each node based on the players choosing. Nodes are indicated by placing the small blue beads on the node you control.
There are 3 phases per turn: Transfer, Boost and Hack. During the Transfer phase, players can transfer power to any nodes that they are connected to. When a bit is sent, it is subtracted from the current total as well, (e.g. if node A has 12 bits and sends 4, node A will have 8 bits after). Players may only transfer bits once per turn. Nodes can only hold 30 bits max. 
In the Boost phase, players may sacrifice bits to set up Firewalls. Firewalls make you harder to hack during the Hacking phase and disappear on your next turn. To indicate a Firewall has been placed, select a bead colour for “Firewalls” and place it on your node. Firewalls are powered up based on the following:
  • ·         Firewall Lvl 1 (costs 5 bits): reflects 2 bits of damage
  • ·         Firewall Lvl 2 (costs 7 bits): reflects 3 bits of damage
  • ·         Firewall Lvl 3 (costs 9 bits): reflects 4 bits of damage
  • ·         Firewall Lvl 4 (costs 12 bits): reflects 5 bits of damage
During the Hacking phase, players may sacrifice bits to attack other players. When sacrificing, players must leave at least 10 bits in the node to sustain their capture of it. Players may only attack once. To attack, players select any node they are connected to. Players may then attack that node with any other nodes they own that are connected to it. The defender then decides how many bits to use to defend. If the defender uses more bits than the attacker, the difference is dealt in damage to the attacker; e.g. if the attacker sends out 10 and the defender defends with 15, the attacker loses 5 bits on their node(s).
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 The game played basically the same with the now added annoyance of gaining less when you may have needed a higher roll to survive. Again, this (although maybe not the greatest addition) still remixes the game while keeping the random element in place.  

Friday, 26 October 2012

Superstarrrrrrrr.

Art games - games that break the mold of what we consider games. There's a heavy link to the word "weird" and art games, since most aren't out there to be played like games. Some take it to extremes, leaving the player to figuring everything out (The marriage), while some simply adopt the title of "art game" through stylizing the in-game visuals and changing how the controller is used (Katamari Damacy).

Well... yeah, I guess you could argue that this is pretty extreme.
Above image taken from http://www.little-players.com/blog/wp-content/uploads/2011/03/katamaridamacy.jpg

No matter how its approached, art games are always far from the norm. Rather than allow for an enjoyable experience, art games focus on invoking feelings within the player(s). This isn't to say that art games can't be fun - its just that fun isn't a mandatory component of art games. Like art itself; the games are subjective. What one person thinks the is the core meaning of the game will most likely vary from an-others perspective. In the end, though, as long as something is felt or some internal feeling is dwelt upon, an art game has done it's job.

Our project this week was to convert van Gogh's painting The starry night into an art game. With such a broad area to work with, it took us a while to finally decide on what kind of game it was and how it was played. We started out by first looking up some information on the actual painting itself. We found out that the painting was done just before the time that van Gogh's mind was starting to leave him and that he painted it from memory as opposed to actually looking at it. With this in mind, we then looked at the painting and talked about how we felt/what feelings we thought of when we looked at it.

That tower makes me think of Pokemon: The Movie 3.
Above image taken from the Prototype #2 Assignment PDF.

The common feelings/themes that came up the most were ones like cold and lonely. The word "alone" was used quite frequently too. Wanting to add more flavor to the game, we finalized it by merging the feelings and some facts about the picture and decided that our art game would instill feelings of cold, loneliness while touching on memories. And what better way to feel cold and alone then losing your memories? Thus, Starry Nightmares came into being. In Starry Nightmares, the player (for there is only one) goes around in a circle lined with card tiles. There are also four special card tiles in which a player writes a different memory on each. Each time the player lands on a card tile, the tile is discarded. The game ends when a player removes either all the neutral tiles or all of the four special tiles.

RULES:
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No. of Players:  1

Materials required:
·         Dice
·         20 tiled circular board
·         16 “memory-fragment” cards
·         4 blank “key-memory” cards
·         Writing utensils for the “key-frame” cards

Rules:
·         The player must write down four personal “key-memories” on the empty cards and then shuffle the four cards with the rest of the “memory-fragment” cards.
·         The cards are then placed face down individually on the tiles.
·         The player then rolls the die and then moves the according number of tiles on the board
·         Any memory cards on a tile that the player lands on are to be flipped and read. The player must then “relive” that memory in their heads. The respective card is then removed from the game and the tile it was on is considered “empty”
·         If a player lands on an empty tile, he/she must advance to the next “non-empty” tile.
·         The game ends either when there are no more “key-memory” cards on the board but there remains at least one “memory-fragment” card or when there are no more “memory-fragment” cards but at least one “key-memory” card. In the first case the player “loses” and slips into insanity and in the latter, the player gets to leave with his/her mind intact.

Twenty tiled circle as the board with 20 “memory-fragment” cards corresponding to each tile. These cards are randomly placed face down on the tiles. Every time a player lands on a tile the corresponding card is removed from the game and the tile is considered “empty” for the remainder of the game. If a player lands on an empty tile he/she must advance to the next non-empty tile.
4 of the 20 cards are “key memories” that the player writes down on the blank cards. If all four key memories are lost then the player loses and slips into insanity. If the player manages to get rid of all 16 “memory-fragment” cards and still has at least one key memory card left on the board, he/she gets to stop playing the game and leave with his/her mind intact.

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So what does it all mean? Well, you (the player) are trapped within your own mind. As you wander your mind endlessly, you slowly start to lose your sanity as well as your memories. In the end, you escape by losing all your "useless" memories or by losing all your "true" memories. This isn't intentional, however, and is merely the way it must be. The player doesn't know they are losing memories while looking for an exit, and when they wake up, they still won't know, since they can not remember.

In the end, I felt that this went pretty well for my first attempt at an art game. However, since it was more forced due to it being a school project, I'm not sure whether it was a true success. In the creation of art is usually done to express something to people. With this in mind, it makes sense to draw the parallels to art games. I'd have to say that my favourite part was being so unrestrained in terms of what we could do with the game. Yeah, you can do this in regular game design, but not to the full extent. No matter what you add in a regular game, you still need to ask yourself things like, "Is this fun?" or, "Would I play this?" No matter what you add in, it still needs to be playable and fair (if fair is what you're going for). But I digress... I shall take my leave with a question. Art games: more art than games, or more games than art?