Tuesday, 4 December 2012

INFR3330: Post GDW Stress! Game Dev Sushi!

Hey Everyone!

So, as of today, (hopefully) all years of #UOITGameDev have finished their game presentations. Along with the presentations brings our tired...sad....tired...sleepy...eyes. What to wake us up, but GAME DEV SUSHI DAY!?

As I got off my bus, I was heading to the game lab to finish some work, when my friend Michael Kunanec (@MutakKuna) said "Aaron! Turn around! We're going to sushi!" and there, I then found myself on the bus with a few of my friends from third year !

Having sushi together, was just one of our ways of de-stressing before the exam crunch period...but to be honest? Exam crunch? Is more of "relax"-crunch. This year especially was tough with the amount of stress that was put onto us with the requirements made from our classes...but with our hard work and efforts, we were able to best the pain, and finish everything that needed to be finished. 

In this picture, you can see everyone just having fun, Hahaha Kevin Gan (@Iceninja77) catching a snooze after eating his food...he was really tired...a well deserved rest!

I would be in the picture...but I was the one taking the picture, because everyone at the restaurant was busy, and I didnt feel like interrupting them..so...HERES A PICTURE I TOOK JUST NOW !

Although it seemed like a blog closing photo..I'm not done yet!
Everyone was eating sushi except for our favourite friend... Branden Schroeder! (@BrandenSchroede), and in this next picture, it shows us getting our deserts ! I ordered 3 red bean ice-creams for myself! ...no, I'm not fat... :)

Overall, it was a fun day!

When it comes to classes, Game design was always an interesting and fun one, though stressful at times, never regretted anyone or anything of that class!

Intermediate Modelling and Techniques? Always fun, but tedious!

Thats it for this post!

Hope to see you all again !

Thanks everyone 

Kazekumaru -- Peacing Out!!

Wednesday, 28 November 2012

INFR3330: Prototype 3: Awesome Possum + Relatable Requirements

Hello Everyone!

So, in this prototype, we had to make a game with different area specifics.
In this case, for this game, we need, a bounce area, a bottleneck area, and two sticky areas.

A bounce area, is an area in which makes you backtrack, to do actions you thought you could skip, but are actually vital to your progression.

For example of a bounce area, in pokemon, (gold, silver, heart gold, soul silver, and platinum version), there is an ice cave, and here, you have to push boulders down through holes in the floor to get to the next area. Here, when in game, some players feel that they could just head through without pushing down boulders, but the way that the area is constructed, is that if you do not push enough boulders properly to, or strategically in the hole indicated for the boulder, you will not be able to proceed.


Another requirement for this assignment, we had to implement a reciprocation at the start of the game, where the main player gains a very powerful item right from the start from the npc, and at the end of the level, the NPC asks for a favour in return...

Again, in pokemon, this is shown, when in the gold, silver, etc. versions, the professor at the time, (Professor Elm) had you to run an errand which takes you to his friend Mr Pokemon's house. For this errand, he gives you your main pokemon, either Chikorita, Cyndaquil, or Totodile. Once you are done the errand, you head back to his lab, and after a certain scene (finally the end of the "level") he asks a favour of you to go on an adventure to gain information and collect every pokemon. 

When first having to make this prototype, I never thought about how each game had a different version of these elements, and I stand surprised. 
______________________________________________________________________________

For our game, we had the requirements, but in different places. Near the beginning of the game, for our implementation of a reciprocation, we had an NPC give us a powerful sword.


The third requirement for this prototype, was an expression system. What is meant by this, is anything that would make the character unique. In our game, we made it so that the main characters cloak is able to have its colours changed to any colour at any time of the game.

We thought that these implementations were fun, and in honesty, I hope we come back to the game, and decide to remake/improve it. Great work to all of the group!


OH, and heres the boss model, that had to be made, rigged, and weighted...MAN it was tough..but fun! :)
What had disappointed me, was that after all of the work(mostly the weighting..rigging, and modelling was incredibly easy)... some issue arised, and although the  model and texture could be used, the animations made for it didn't end up being implemented given the time constraint. Still an amazing game nonetheless! 



Thats it for this blog!
Thanks!

Kazekumaru -- Peacing Out!!


Tuesday, 20 November 2012

INFR 3330: Audio in Games

Hello, and welcome again to my blog!

This week is about audio in gaming. This current week within our class, our professor wants us to create a game focused on sound. As it is focused on sound, it is not allowed to have any visuals, in the sense that, if it is an actual game, it cannot have any lights, or he should be able to play it blind-folded and still manage to achieve things or continue on in the game.

When hearing this, especially in the class where we had to make a mock version of a real life game where he was blindfolded, my question was.... what?

How would one only have sounds in the game, and it be fun? But the answer was clear.

What games have I played in the past, that without sound, it would be easy to beat? Very few.

I realized that a lot of games now incorporate sound so intricately. They have it where if you had your eyes closed, you still had enough aid to know what was happening or some ability of knowing what to do.

For example, in the game Skyrim, in many areas, sound helps and aids you. Especially when fighting. The sounds of footsteps or enemies running from only your right side indicates that one should dodge to the left. The small sound of wind from your left side, shows that if an arrow is shot towards the right, it'll go a tad faster than normal.


The sounds in games are just as important as the visual, because the sound creates an atmosphere, a feeling, using your senses to aid you in gameplay. 
_______________________________________________________________

Although this has been thought out as to what to do in our game, now, we must implement the ideas, and figure out what to place into it and how to make it fun in order to keep the player interested and to continue to want to play the game.

Once finished, I will upload pictures from the game, and other explanations.

But here's a question to answer... What do you feel sound does to games nowadays?

Sunday, 11 November 2012

INFR3330: Game Dev Progress

Hey Everyone,

During this past GDW, I had finished all models for the characters and ideas/concepts for their individual character traits. For example, we have five different planets(levels) in our game. Fire, Ice, Tropical, Desert, and Ocean. So for each model, I designed them to take on certain traits of each planet.

For instance, the Ice planet model looks like a diamond, or icicle so if it was an inhabitant of that planet, it could thrive.
Enemy Model 5

Some problems that we're going through however, is that, with everything in gaming coming to a close, we would like to implement some interesting game design, but with the way that everything is going, we may only be able to implement certain AI (Artificial Intelligence), and have every other requirement for our classes. This is a problem.

Although AI are amazing to have in the game, a game needs unique level design. Once it has this, it can only make the game greater, and more "fun" for the player.

We will try and tackle this problem once other things are figured out..but for now..

Kazekumaru -- Peacing Out!

Sunday, 4 November 2012

INFR 3330: Game Design Class

Hello! Welcome again to my blog!

As this class has continued, now in its second form --its gotten quite informing when it comes to understanding the concepts of games. For example, when with the group that I am in, they mainly just talked about what they wanted in the game, the type of art, the type of particles, programming, and what they want as their game...But truly? You have to think of so much more.

What do you want the player to think at certain times? How will you involve the player? How will you challenge them? How will you let them understand what they need to do?

Is it a mind-using kind of game? Like Portal?

Does it require precision? Like Call of Duty?

One needs to think of certain things while designing games.
________________________________________________

Often, or every few classes, our professor hands us either homework, or gives us in class assignments to make games. The in-class assignments are more to make concepts of games, to teach us what is truly important when it comes to the concept of games.

One day, we were asked to play a game where we flip tiles on top of each other to gain either points or achievements.. but the problem after that was, after te achievements were achieved...what else was there to do? The point of it was so that we realize that, and to begin making our own objectives, in which we did.
Later, he assigned homework comparing to that, and that, turned into our "Risk"-like board game.

What we had done is make a new rule-set, a new concept, and using the "Risk" board, we re-arranged the planet to make our new concept of a game.

We called it "History...what're you doing...History...STAHP!"

Later, we then had to make another game. 
However, This was different. 

This time, comparing it to a wedding game. 
The title?
"Will You Marry Me?"  -- NO. I'm not asking you to marry me. That's the actual name of the homework!

Our game's name, was the "Tunnel of Love"
For this game,  we were to instill nice memories, thoughts, feelings, leading up to the final question between two people, where the man asks the woman to marry him. This however, was a difficult thing to think about.

So, in the end, the idea, was to actually make ideas, thoughts about the past that the couple had, making the woman remember everything, leading up to that fateful day.

After quite a bit of modelling, and programming, the entire group was able to make a soft-hearted game, although, some things could have been increased for a more dramatic effect, I feel that it was touching.

Made me shed a tear. A manly tear....cuz I'm a man...

However, that wasn't the point of it. What I felt was the point of this game, was to make us think in certain ways, what exactly, would be efficient, in order to use, through gaming technology, which would allow us to propose? Although very confusing at first, the idea presented itself. 

For this, we used gaming elements used in class. For example, as I had stated before, how do you involve your player? We used interaction with the background to involve the player. We made a heart, or pieces of one, scattered, one piece in every room. To lead the character to it (how will the player know what to do?) We emitted music from it, giving a general idea that it would be an important item. After the player clicks on that piece of the heart, in the main corridor, it shows pieces of the heart on the end door (the proposal door).

Once continuing through the other rooms, after every two pieces of the heart, it is shown on the door what you have, and once you have all pieces, you click on the final door, and a wedding/proposal scene happens, where it shows her in a white dress, where you propose to her. 

_______________________________________________

As I think more and more about games, I start to find design flaws, and slightly get irked as to how they can easily be fixed.

My question to everyone is, what is one game you like, although it may have a design flaw? What is the design flaw? Would you fix it? How would you fix it?

I like many games. one that irritates me was Vindictus. I liked the game quite a lot, and I used to play it quite a bit in the past, however, because of the non-changing fighting style, repetitiveness, and lack of upgrades, I got bored quite quickly..apparently it had changed recently, and I have not seen the upgrade. However, those few things got irritating quite quickly, because also, one would always want their personal character to look different than others, and to have different skills, however, earlier, when I played, there were limited characters, and everyone had the same armour.. My question..is why have different characters, if not fully customizable armour to distinct yourself from others? I like personally creating different characters with different armour, aspects, strengths, etc. Even if not in some games, they at least have other factors which differentiate them from the rest. I would not change Vindictus, because in a long time, Nexon had ruined some games with their cash shop, and what items could be purchased...I wanted to see what they would do with the main game I fully accepted...Vindictus. 

I will try out the new additions to the game, and see where it takes me! I will reply to this post with the answer to what I have found from the new Vindictus! 

Kazekumaru -- Peacing Out!

See You next time Guys, answer the questions, and let me know about what you think/feel about certain games!

Friday, 26 October 2012

INFR3330: Game Design Challenges

Hey Everyone,

Recently, I was thinking about some different things in game design. Theres obviously a long list of things that need to be taken into account when making a level, or even a game, like instructions, tutorials, play throughs, videos, set ups, obstacles, and even more. However, this past week, I recently had a small issue, obviously handled, but given how long it took, I decided to make a quick video talking about a few things that went through my mind at that time.

Attached is said video.
Thanks Everyone!

Friday, 12 October 2012

INFR3330: GDW Progress

Hey Everyone,

So far in our game, we have a few things implemented, for example, AI.

We have Flocking, Seek, and Flee AI.

Later on in the semester, a video is supposed to be made in order to show our different models and enemies in which are to be made. When the video is made, the link will be displayed at the bottom of this blog post.

Below, are some models I made for the class:

Main Model

When thinking about the main model for our game, we generally wanted a organically focused main character, and enemies. For our main model, it is to be like a tadpole, however, with it being a ship, we decided on a gray-ish colour for the body, a sky blue for the visor, and for next semester, (a more finished model), a radiating blue glow/hue from the crease above the wings, which goes down the body, and throughout the tail.

Enemy Model 1

For this enemy model, what I had originally thought about, was Dragon Ball Z.
Remember when Goku was on Namek with Gohan, Krillin, and the rest, and Frieza came in his ship? 
Frieza's main ship, had purple windows, with yellow/gold borders. So for this model, I generally modelled it similar to it, but with modifications to it making it original with said aspects.


As time goes by, I will post more blogs. Hope to hear comments or anything else from everyone! See ya!

Wednesday, 11 April 2012

Game Design and Production Blog 12 - Final Project Details

This is the last of the blogs to be made for this Game Design Class! But to be honest, it won't be the very last, keep tuned for other Game Design Elements and other things later!

For this game design project, what we had to do, was to make a board game, a poster, a trailer, and a write up. With this, we saw difficulties because of the game we were making. We didn't have enough time to make everything, so what we did is that we split up the work, having multiple time checks to ensure that we would have everything done.

When assigning the work, we looked at each persons individual strengths, and availability for the task. I was assigned the poster. Through some modelling work in maya, and positioning of the camera, i was able to make this picture for our game, Ultimate Gladiator Colosseum: 80 AD



The written works were to be done by Kevin, Naeem and Branden. Tyler made an amazing trailer for the game.

Thanks for reading my blog post! sorry for the shortness, but more will be added later when it can!

Kazekumaru -- Peacing Out!!

Sunday, 1 April 2012

Game Design and Production Blog 11 - Game Design Class and What goes on during it (INFR 2330)


Game Design Class and What goes on during it

This class to me at the beginning of the semester, seemed like a joke, seeing the professor almost as young as us, walking in with his bowtie, and his hilarity. But as time went on, I began to see the reason why everything was done within the class up to now.

The way that he teaches the classes, he throws a ball around to people wanting to answer. That is for interaction and the want to have your voice heard, and having your opinion and insight matter.  Although I've only gotten the ball once or twice within the entire semester, I had a lot of insight and understand the reason for it.

The classes are interesting. Once, our professor put a live twitter feed on a projector screen. What was funny, to me at least, was with anything he said that was funny, could be turned into a joke, or made no sense, I would copy it, tag it with "#NackeQuotes" and post it on twitter, thinking it was hilarious.

Although it was hilarious, it also kept me listening intently to what was being said within the class… though I was pretty sure that once he figured out it was me doing #NackeQuotes, he would hate me.

One big strain with this class are these blogs that we have to continuously make. Although it is fun joining up with friends to make a game, it is a hassle because of everything that we have to do for school. i.e. the game, and other assignments…..DANGIT I JUST LOST THE GAME T_T…( If you know what "the game" is, I'm sorry, else, don’t worry. Trust me." (you know I'm in gamedev when I use "else" instead of "otherwise"…))

But in all honesty, this class is fun, interactive, and we have a fun teacher ! (when we all stop trolling or being loud) He is interactive, and he gave us LoL banners for getting good grades in his class?! #ProfessorGoingToGDCFTW.

Blogs, what I think of, are a ways to express ourselves, and I believe that I am expressing myself freely here. I hope to see further instalments and fun within our future classes until school is over.

Thanks for reading my post!
  
Kazekumaru -- Peacing Out!

Sunday, 25 March 2012

Game Design and Production Homework 7 - Hero Character


Character Interview
What is your name?
My name is Amahté. It means “To have power over”.
 Gender?
I am a male.
 Race?
I am Egyptian.
 Religion?
I believe in the great Deities.
 Age?
Currently, I am 19 years of age.
Where were you born?
I was born near the Nile River to my late mother. My mother and my father were hiding near the Nile river, because at the time, my mother was pregnant. The baby was to be born within a quiet town, until it was thrown over and destroyed by the pharaoh. From then, my parents had hid themselves, conceiving me, and for the next five years, protected me, hoping that they could escape peacefully. However, that state of peace was interrupted by the pharaoh.
 What about your parents—where are they, and are they alive?
My parents are no longer alive. They died when I was at the age of 5. When I was 5, my parents were taken into slavery, by the current pharaoh, but I did not know for when they died after that because they left me behind to stay safe, and fend for myself. However, when I was taken into slavery, I had asked the slaves around me about my parents, but they said they died as of two years ago for trying to escape.
 When you were growing up, did you struggle, and if so, in what way?
From when my parents died at the age of 5, I went on struggling to live, and not be captured for slavery. I was able to remain safe from slavery and toil until the age of 7 when I was captured.
What year is it now?
The year right now is 3172 BC. The current pharaoh has us being slaves and building more and more for him. We are to build another pyramid under his name.
How would someone stereotype you at a glance?
Someone would naturally stereotype me as a slave within hold of the current pharaoh. I am one of the darker slaves, because I am outside, usually in the sun, doing work, or trying to take resources for the escape and freedom of my people.
Do you have a romantic partner? If so, whom?
As of now, I currently have no romantic partner. I have no time for such a relationship, I must tend to my people. Romantic partners during this time of slavery would be painful, for my one concern is that if I was to love someone specifically, if they were caught, I would not be able to be happy until they are free and also with my people and comrades.
Who is your best friend and what is he/she/it like?
My best friends name is Ahmirad. He is very loyal, and wants to help me free my people. We have known each other for 10 years, and we are inseparable.
 How would your friend describe you?
Ahmirad would probably describe me as a silly individual, but brave and hardworking with a heart that goes to everyone.
What is your economic situation? What have you done for work?
The economic situation is terrible under the current pharaoh… I have no job. I am a slave to the pharaoh and am only able certain meals.
Would you steal?
If to help my people, then yes I would steal. So be it.
How do you feel about lying?
When it comes to lying, I will lie to anyone above me under the rule of the pharaoh or against me freeing the slaves, otherwise, I do not lie. I lie to my enemies. Not my comrades. I lie to protect, not to gain.
Can you be trusted by your friends?
I would hope that I am. I hope only for their well-being and not their downfall.
Do you have any other vices?
At the moment, I have no other vices, than freeing the slaves, and keeping everyone safe.
What makes you happy? What makes you sad?
What makes me happy is seeing my comrades in the notion of happiness. If my comrades and people are sad, I share their feelings in sadness.
What is the one secret that no one must know about you?
I have no secrets, for I must be true to all of my comrades.
Are you afraid to die?
I am scared to die, but if for my comrades or people, I will risk my life at any time.
Do you have any phobias?
I try to not be afraid of anything, I rather confront my fears and defeat them. The one thing in life that I cannot defeat is death. With this, I could say that my one phobia is death.
Are you quick tempered or patient?
I am patient as far as I may be knowledgeable about myself. Ahmirad may say otherwise.

Biography Description
Name:  Amahté
Birthplace: Nile River, Egypt
Current Location: Slavery Location near Pyramids
Age: 19
Religion: Great Deities
Race: Egyptian
Spoken Languages: English
Weight: 140 lbs.
Height: 5”8
Eye colour: Brown
Hair Color: Black
Overview
Amahté is an Egyptian man. He lives in a slavery camp near the pyramids in Egypt. Although he was never a bad person or even child, he was taken into slavery, and forced to work until he dies. At the age of 9, he met his best friend Ahmirad, which would eventually prove to be a person who is crucial to the plan that he is making in order to free all of his comrades and slaves to create a peaceful life. After the age of 10, he had started plotting an escape for all the slaves. Through sly tactics and help from his best friend Ahmirad, his collection of items for the escape has proceeded smoothly and safely. It has been 9 years, and Amahté feels that his chance to escape has finally arrived. Amahté could be the hero of the slaves and his people, if the plan succeeds so, then he will be, else he may die in the process.
Strengths
Amahté is an admirable person. He is very patient and is very willing to plan well when it comes to certain outcomes. He is silly with his friend Ahmirad and is able to be himself naturally around him. When it comes to his comrades and his people, he is very caring and would never betray anyone. These traits lead him to be able to make comrades and close friends very quickly and also enable people to believe in him.
Weakness
Although very patient and planning, he can be quite obvious with some movements, so with the help of Ahmirad, he is able to conceal movement, and make it more silent in order for the guards of the pharaoh, and the pharaoh himself. The obvious movement flaw is the only thing that may lead to his downfall. Because of this, it shows that he needs his friend Ahmirad in order to show his perfection to his plans and other efforts.
Personal History and Story Arc
Amahte was born near the Nile River in Egypt. His parents were escaping slavery and trying to hide around the time that he was born. The place in which the parents were escaping to and hiding, was a very poor town. Though saddening, they never lost hope in their child Amahte. At the age of five, the parents of Amahte were taken, and everything was in chaos, though Amahte was aware of his parents actions, even at such a young age. From his age of five, Amahte scavenged and survived for two years on his own, fending for himself, and overcoming his fears, up until the day he was captured and put into slavery.
Soon after becoming a slave, Amahte was distraught, but his feelings of freedom, love, and peace never escaped him. Two years passed, and he met his best friend Ahmirad. A year after this, he had planned to make an escape for the slaves. Such a valiant idea for such a young man, obviously the other slaves said he was a fool, but some believed in him and developed an admiration, for without it, some of their lives could not continue because of the strife.
As years pass, Amahte, with some help from Ahmirad continuously planned and made efforts to enable the escape of the slaves. Although very dangerous, they never lost hope. They continued making escape routes secretly, and taking weapons in order to defend themselves. These actions continued for 10 years..
Amahte is now 19, and plans to make the escape for all of the slaves. He is waiting for a few months for the escape...and his plan may be taken to fruition…

Defining Moment 1:
While carrying a plan out, one person could make a plan, but it takes a team to be able to accomplish it properly, or bring it to fruition. What Amahté did, is that he assembled a great force of strong willed, and loyal people into a group, made plans, and was able to get them all including himself to work, and make escape routes in which would make escaping easier. He then was able to free the slaves, in which did create a battle with the guards and the pharaoh. However, because of the people that he was able to assemble, he was able to free everyone properly and create peace, even under the current pharaoh.

Defining Moment 2:
Soon after being able to free the slaves, the people felt to elect Amahté to be the next pharaoh. With this, they all felt that the people would be safe from harm, considering his heart, resolve, and the want for freedom and peace that he had held onto all of his life. Ahmirad would be appointed to a high ranked guard of the pharaoh Amahté, and the other guards would be the people from the group that Amahté had initially made to help free all the slaves.



Sunday, 18 March 2012

Game Design and Production Blog 10 - Hopscotch Game (INFR 2330)


Snowboard Cross: Hopscotch Edition

Hello! Welcome to my blog!
Today, I will be talking about a hopscotch assignment given to us for the Game Design and Production class.

When in class, our teacher asked us to get into groups and told us to make a brief half-an-hour study on the game of hopscotch. We were able to come up with a couple of different aspects, and rules for the game of hopscotch.

Here is what we had found:

Creating the Hopscotch Prototype:
-------------------------------------------------------
Different Skills involved in Hopscotch:
- Jump, Balance, Toss the rock into in the square (aim), patience/focus.
Luck Elements Involved:
- Rock lands and rolls (unlucky)
- weather conditions (push you or resist you with wind)

Apparently, we were supposed to use all aspects in which we found, and implement them into a game. As I continued reading into the aspects we found, it kept pointing me back to the game "Snowboard Cross" which was mine and Tyler Bibacks first game for this class.

When I went through the aspects, this is what I linked all the aspects to:

Different Skills involved in Hopscotch:
- Jump(Jumps in snowboarding)
- Toss the rock into the square(aim) -> toss an object(given) within a square on another board...whatever you land on, is what you move
- patience/focus (landing jumps and acing turns)

Luck Elements Involved:
- Rock lands and rolls(unlucky) -> when you throw the object onto the space(grid) with a certain number that you want, and it rolls one extra spot, in which gives you the number you did not want
- Certain cards enable you to go faster or hold you back...its the luck of the draw (certain spaces on the game board)

With this, we made a Skype call to the entire group, and the majority agreed on these mechanics, so with this, we worked it into the old rules of the game.

Here is the modified ruleset to compensate for Hopscotch:

Included: 32 Icy Cards,  Freestyle Boardcross Race-To-Survival Boardgame(Remix), 4 game pieces, 1 rock.
Number of Players: 4

What is the game?

These judges are crazy! It seems you and your 3 friends have been thrown into a snowboard cross race – in the white slopes Boarder’s Hell. As soon as the last boarder is out of the gates, the peak of the mountain will be blown up with TNT causing an avalanche to come crumbling down behind you! If the snow bunnies are on your side, you will be the first to cross the finish line and guarantee your survival! Keep playing until 2nd and 3rd place has crossed the finish line. If you do not cross the finish line by the time the speed deck is reshuffled three times, the avalanche will kill you! As an added penalty, you may be dealt time penalties (and forced back uphill) or if you happen to fall 3 times you are automatically disqualified from the race and you pack it up and go home.

Who gets the head start out of the gates?

To move in this game, you throw the given object onto the grid which is filled with numbers. Whoever lands on the highest number, is able to get out of the gates first.
Turns

To start your turn, roll a die onto the gridded board. Move the correct number of spaces downhill as stated on the board. If the deck of Icy cards gets shuffled twice and runs out, the avalanche has caught up to you and consumes you. You are dead and the game is over for you. After moving from the original toss of the object onto the grid, and dealing with icy spots as appropriate, your turn is over. The player sitting to the right begins their turn next.

Icy Spots

If you land on an Icy Spot, draw an Icy card. If the card tells you to move again and you land on another Icy Spot:
  • Do not draw another Icy card.
  • If you land on icy spot on the take-off for a jump, you must throw the rock onto the grid in which is greater than 4 to make sure you will maintain your balance and control when you land.  Stay on the ramp until your next turn. (See Jumps)
  • If the icy spot is on a quarter-pipe turn, you must throw the object on the grid on a space marked 3 or higher and finish rounding the corner before ending your turn. (See Quarter-Pipe Turns)

Icy Cards

Icy Cards are the ‘make or break’ cards of this game. They may either aid or hurt you. Some Icy Cards will cause you to move downhill, others make you go back uphill. Some cards will even cause you to fall landing you another X in your Fall Count. Good Luck! You will need it.

Jumps

If you land on one of the icy patches leading to a jump, you have landed on a Focus Spot. Instead of picking up another Icy card, you must throw the object onto the grid to determine if you are focused enough to land the jump properly or not. You must land on a space on the grid labeled 10 or higher. If it is anything lower, you fall and sprain your ankle which counts as another X towards your Fall Count. . You do not complete the jump during your current turn; instead you must wait until your next turn and continue normally.

Quarter-pipe Turns

These turns have massive walls like Quarter-Pipes allowing boarders to ride the wall and gain maximum speed on the corners of the course! If you land on the Icy Spot on the corners, you must throw the object onto the grid on a space marked 3 or higher and get off the icy corner before you can end your turn. If the throw of the object doesn’t get you farther than the 3 spaces, your turn ends and you must go back uphill 2 spaces.

We got through this well and receiving fine marks for the work.

Thanks for reading my post!




Kazekumaru -- Peacing Out!

Questions to consider:
  1. Do you like the changes we made to the game? If not, why?
  2. Do you know of any other modifications that we could have made to this game so that we could improve? If so, what are they?

Game Design and Production Blog 9 - Farm Game (INFR 2330) (INFR 2330)


Can YOU tell the seasons where certain type of fruits and vegetables grow?!

Hello! Welcome to my blog!
Today, I will be talking about a farming assignment given to us for the Game Design and Production class.

With this assignment, we were to make a game in order to teach people when which fruit and/or vegetables are in season…

When I saw this, I thought to myself… "HOW?!" it was a really rough start… but after a while of thinking, I came up with a good thought.

If one was to teach about fruits or vegetables within four seasons, why not make a board with four seasons? So I created a rule-set utilising this idea.

In this game, a board is divided into four, and there is a deck of cards in which represent the seeds. Every turn, a player is able to draw a card (draw a seed card) so that they could be able to plant another fruit, or vegetable.

Here is a rule-set going further into detail about the game:

What is the game?

You’re a farmer trying to get the most amount of harvest before ten years end.

Objective

Go around the board twice, planting, and harvesting. Whoever has the most harvest, wins the game after going around the board twice.

How to play

The board is divided into four sections: summer, spring, fall and winter.  You start in the spring. In the spring, you can plant and harvest vegetables, and fruits. This also counts for the summer. In the fall, you can only harvest mushrooms and hay. In the winter, you cannot harvest anything, except some special herbs that may grow regardless of season.

Every season has 20 spaces to travel in. In each season, there are a certain amount of dirt spaces. However, the only proper seasons in which you could plant and harvest foods is in the spring and summer. In the spring and summer, you can plant any seed in the dirt spaces. You can only harvest after 5 spaces pass within each season. If out of a season, the next time you come back to the season in which you had planted your seeds, your harvest would still be alive for you to harvest.

There are a deck of seeds. Each turn, everyone draws from the deck of seeds. Each seed has a name on the card so you know what you are planting, and if you can or not. Each time a seed is planted, you take a marker so that you know what type of seed it is, and that you planted it. On the bottom of the marker ( a tile with two sides), you get your harvest.

You are only able to plant and harvest during your turn.

Before each season, there is an event space of which everyone passes over. There are four decks for these event spaces. The event spaces can be either good or bad. For example, if you land on a space before winter, a card that you could draw could be like “oh no! Winter has come too fast, all of your previous crops have shrivelled up, and died.”

An example of a good card could be, if before summer, “all crops that you planted in the spring have grown because of the sun! you may harvest them all.”

_______________

With all of this, I thought I was done, but as I thought about it after I had submitted it, I thought of more things to add to the game.

Thanks for reading my post!




Kazekumaru -- Peacing Out!

Questions to consider:
  1. If you like the rule-set, would you like to see it made into an actual game?
  2. What other changes do you think could be made to the game from just reading this?

Game Design and Production Blog 8 - Spider Solitaire: Competitive Version (INFR 2330)


Spider Solitaire: Competitive Remix

Hello! Welcome to my blog!
Today, I will be talking about the solitaire assignment given to us for the Game Design and Production class.

In our previous class before our professors had went to GDC (Game Developer Conference), we were assigned a few different pieces of homework. One of these things were to make a competitive solitaire game. Although on the internet, other students had found actual competitive versions of solitaire, I wanted to make a new one. With this, I had to research for a game in which I enjoyed when it comes to solitaire. The main game of solitaire that I had enjoyed since childhood, was spider solitaire.



Spider solitaire was a game in which I would play repeatedly because of the look and different gameplay than normal solitaire. I had later introduced this game to my grandmother, and then she got hooked to the game faster than I initially did.

Here are the normal rules for Spider Solitaire:

What is the game?

Spider solitaire uses two decks of cards. You have 10 tableau piles. 54 cards are dealt to these piles (6 cards are dealt to first four piles and 5 cards to the remaining ones). Top card of each pile is face up.

Objective

The objective of the game is to build 8 sequences within each suit downward (in order of King, Queen, Jack, 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace). Whoever gets 5 sequences wins (competitive addition to the original game.)

How to play

Top cards of tableau piles are available to play. You can build tableau piles down regardless of suit, ending at Ace. You cannot build a King on an Ace. One card at a time can be moved from pile to pile. Groups of cards in sequence down by following suit may be moved as a unit.

When any of tableaus are empty you are able to fill space with any card or group of cards.
When you have made all the available plays on the board, click on the stock pile to deal one card on each tableau pile. All gaps (empty spaces) in the tableau have to be filled before the deal.

Now, here is the competitive remix of which I added onto the initial game:

Competitive Remix

In order to play this game with two people, there can be turns. Roll a die in order to see who goes first. Whoever gets the higher number goes first.

In order to win the game, follow normal rules. Whoever has more sequences in suit by the end wins (First to 5 wins). In order to interrupt your opponent, you can roll a die ONCE during each of their turns to either aid you, or place your opponent in the negative. You must roll a 6. If you roll a 6, you can take a card in which they would need to put a card down (ex. They want to put down their final ace, and are going to put it onto a 2.), and move the card onto another pile, so that they have to take an extra turn, putting that card back.

That's my blog for this week! I hope you guys enjoyed it!

Thanks for reading my post!




Kazekumaru -- Peacing Out!

Questions to consider:
  1. If you find a problem with my rules, what is it? Leave a comment!
  1. Would you like any further discussion as to how I thought of any remix of a game? or how my mind works when I think of it?

Sunday, 26 February 2012

Game Design and Production Blog 7 - Macbeth Board Game: MacMafia (INFR 2330)


Macbeth Board Game: MacMafia

Hello! Welcome to my blog!
Today, I will be talking about the recent assignment given to us for the Game Design and Production class.

Our teacher Professor Nacke, had given us a Shakespearean game to make… JD,  Tyler and I had met up with no clue whatsoever to do with this. We brain stormed ideas, but for a while, we didn’t know what we could do for the game, until we came up with a random idea. We all enjoyed playing a "mafia" game in which killers, doctors, detectives and civilians are chosen, and you have to eliminate the killers (the mafia). So why not try and incorporate that within this game? That is how we came up with MacMafia.

Now were for the roles,  and structure. Mafia, is for a large group of people, and is likely not to be played with a small group (a larger group is more fun and keeps the game going longer with more suspense).

First question was, who is playing? Roles? We obviously took Macbeth, and MacDuff, but then another role was King Duncan, and also, the Narrator. So then we decided to make the larger game be for 5-10 people. The full roles in which were there are, Macbeth, MacDuff, King Duncan, the Narrator, three witches, Lady Macbeth, Lady MacDuff, and Banquo (given that  Macbeth, MacDuff, King Duncan, and the Narrator must be roles in all games).

Now here came the question... What was the structure? So next, we made it so that, if four people are in play, Macbeth, MacDuff, King Duncan, and the Narrator are definite roles, and if five and up, then the mafia rules are used. With this, we came into the knowledge that we would need to make two rule-sets.

Here is part of the mafia rule-set:

How to play:
Shuffle the cards and deal them out face down. (***Each player must not reveal cards to anyone but themselves***)  The only player that everyone can know is the narrator, the narrator see’s all.
Step 1 – Everyone but the narrator closes their eyes. Narrator will then call upon the killer(s) to open their eyes and point at who they choose to kill. Once killer(s) decide who the victim is they must close their eyes.  Narrator will then call upon the doctors to open their eyes and decide who they think should be saved; they then proceed to close their eyes. Narrator then lets the detective(s) open their eyes and decide who they think the killer is. Once the detective(s) come to decision the Narrator will either nod to let them know if they are right or not. The detective(s) then close their eyes.
Step 2 – The Narrator then calls upon everyone to open their eyes. Without revealing who the killer is, the Narrator must tell who the victim is. If the victim was not chosen by the doctors then the player doesn`t die. If the victim was not the chosen player to be saved by the doctors then that player must reveal their card. Once dead you do not need to close your eyes when told too, but cannot give away other players roles.
Step 3 – The Narrator then opens the floor for discussion to nominate who the killer(s) is/are.  Every player is given an opportunity to convince who they think the killer is.  After this each nominee will get a chance to do whatever it takes to convince as many people as possible why they’re not the killer. Once this is over the voting process starts, which every nominee gets the most votes dies. Keep in mind if you are either Macbeth or King Duncan you want to try your hardest to stay alive. 
***Repeat steps 1 to 3 until either Macbeth or King Duncan dies***
____________________________________________________________________________________

Here is the rule-set for 4 people:

How to play:
Shuffle the cards and deal them out face down. (***Each player must not reveal cards to anyone but themselves***)  The only player that everyone can know is the narrator, the narrator see’s all.
Step 1 – Everyone but the narrator closes their eyes. Narrator will then call upon the killer(s) to open their eyes and point at who they choose to kill. Once killer(s) decide who the victim is they must close their eyes. The Narrator then lets the detective(s) open their eyes and decide who they think the killer is. Once the detective(s) come to decision the Narrator will either nod to let them know if they are right or not. The detective(s) then close their eyes.
Step 2 – The Narrator then calls upon everyone to open their eyes. Without revealing who the killer is, the Narrator must tell who the victim is. Once dead you do not need to close your eyes when told too, but cannot give away other players roles.
Step 3 – The Narrator then opens the floor for discussion to nominate who the killer(s) is/are.  Every player is given an opportunity to convince who they think the killer is.  After this each nominee will get a chance to do whatever it takes to convince as many people as possible why they’re not the killer. Once this is over the voting process starts, which every nominee gets the most votes dies. Keep in mind if you are either Macbeth or King Duncan you want to try your hardest to stay alive. 
***Repeat steps 1 to 3 until either Macbeth or King Duncan dies***
_________________________________________________________________________________

It was really fun to make this game with my friends, and I am excited to see what challenges our professor gives us next.

For further information on MacMafia, see our game or ask!

Thanks for reading my post!




Kazekumaru -- Peacing Out!

Questions to consider:
  1. With what you saw above, what do you think about the game? If you want to see the full rule-set, comment, and or email aaron.p.providence@gmail.com
  2. Would you like to play the game?

Game Design and Production Blog 6 - League of Legends: The Board Game? Card Game? (INFR 2330)


League of Legends: The Board Game ? Card Game?

Hello! Welcome to my blog!
Today, I will be talking about the game League of Legends. Although very complex, I would be trying to see if it could become a board game or not.

Recently, I have been playing the video game League of Legends (LoL) a lot. So much, that before the last GDP (Game Design and Production) class, I had only 40 wins, and to date, I now have 101 wins. This is a lot, because, each game could span from 20 minutes to as long as 70 minutes (the longest game that I have ever played). Also, from the last class, I had a win - lose ratio in which was 40 : 63 respectively, but now it is 101 : 100 . If you do all of the math with that, I had played 98 games since the last class… excluding games that I have faced against "bots" or AI (artificial intelligences) within the game.

LoL is a territorial game, in which involves teamwork. Your goal is to destroy the other teams towers, and to go into the enemies base and destroy their nexus. To do this, you must become powerful by fighting, gaining money, buying items, in which make you stronger, or harder to kill. As you become stronger, if you strategize well, you should be able to destroy the other teams towers (turrets). Each team has 10 towers. There are three lanes, top, middle and bottom, in which each have three turrets. In each teams base, they have two towers protecting the nexus.

The nexus within each base, generates minions for the team. There are two different colours of minions, blue and purple. There are normal minions, caster minions, and super minions. Super minions are only generated after a team destroys an inhibitor (each team has 3 inhibitors, one in each lane, but are located at the edge of the base, towards each lane. Below is a picture of the map.



If you have anymore questions, or want more insight into the game, go to the main website.


As I keep playing the game, I would always feel that I would want to see if it would be able to be made into a board game...however, as I thought about it, could it be turned into a board game? Or card game?

As I continue writing this blog, I shall see if I can create either a board game or card game.
 
If it was a board game, there would be many pieces, as to make for all the characters, and statistics would need to be kept…

WELL, I made up my mind...its going to be a card game.

This card game of LoL can only be played with even people up to 10 people (2, 4, 6, 8, 10). There would be a deck for each character. Each deck would consist of the character itself, and their skills. There would be a deck for health, and a deck for mana. As they level up, the characters are able to specifically pick up cards, depending on what bonuses they have or not.

Each character has a certain amount of health cards. As characters lose health, depending on how much each health card represents, it gets flipped face down, showing that they do not have that health anymore. Health cards cannot be discarded, because each character has a base amount of health, so unless they had an item that gave them health later, and then they sold it and got rid of it, they should always keep the health that they usually would have. For example, if I start with 50 health (5 cards, 10 health each), unless I got an item which gave me more health, and then I sold it, I should always keep those 5 cards.

Each character is only able to have 6 items. The item builds should be located within the rules. There will be a deck for each item, showing what items it needs before you get it so you buy all of them properly. Because there are many items, you would have many decks, and there would be multiple decks for each items, because, if everyone is able to get 6 items, what if they all got the same one? Six times per player? Then is would be 10x6 in which would be 60 of the same item.

There is mainly two flaws within this card game in which I would be wanting to create...not an easy battle system, and the minion battle system. The lanes, nexus, towers and all, could be easy, but as minions are sent out, killed, and more, it would take more time, and more production to think about.

This is all that I have for now, but I am really interested in actually creating it.

Thanks for reading my post!




Kazekumaru -- Peacing Out!

Questions to consider:

  1. From reading the above, would you want to play this game? Would you like to see it created? (it was just an interest of mine for a short time, but we'll see!)
  2. Did you like the structure for the game so far?

Saturday, 18 February 2012

GDW Progress - Intermediate Computer Graphics Blog 7 (INFR 2350)

Hello and welcome to my blog! Here I will be talking about progress in which we made for our game.

In my previous blog, I said that I was making beast models. What was a problem in our last semesters game, was that, we were able to play the game, but because of the high-poly creatures and weapons, the game would lag and be extremely slow, so that you would not be able to combat your enemies properly. I remade the models so that they were easier to animate and manipulate, and also be able to have many of them in the game and have the game not get any slower whatsoever. Though this was hard, with some consultation with other modellers, it was easy to make. It can be better, and over the summer, I plan to make high resolution models, but for now, here are the new updates creatures...or at least two of the newest.


Here is the bear:

Here is the Lion:

Thanks for reading my blog! Until next time!




Kazekumaru -- Peacing Out!!

Thursday, 16 February 2012

Game Design and Production Blog 5 - Individual Homework


Welcome to my blog! This post is for my Game Design and Production class. In this post, I shall be talking about individual works that we are supposed to finish for homework.

First Individual Part: Card game: War --REMIX!

Our task for this remix of a game was to change rules and to make it more skill based. Here are the rules, and then I will give my remix to the certain part of a game in which makes it more skill based.

Players: 2

 Materials needed: one standard 52-card deck of playing cards (with Jokers removed)
 Setup: Shuffle the deck of cards and deal out half to each player. Players take their cards in a single
face-down stack.

Progression of Play: Simultaneously, players flip over the top card of their deck. If the cards are of
unequal rank (number), the higher rank wins the “battle” and that player takes both cards and sets
them aside in a discard pile (Aces are high, then King, Queen, Jack, then 10 down to 2). When a
player runs out of cards in their deck, they take their discard pile and turn it over to form a new deck.

 Wars: If players flip over cards that are equal rank, it starts a “war.” Players each deal three cards
face-down, then flip up a new card face-up, and the higher rank of the new face-up card wins all face-down and face-up cards. This process is repeated if the new face-up cards are the same rank,
continuing with additional “wars” until eventually one player wins.

Resolution: The game ends when one player runs out of cards, or when one player must play cards for
a “war” but they do not have enough cards remaining in their deck and discard pile. That player loses
the game, and their opponent wins.

This game has no decisions whatsoever. The game mechanically plays itself, and the players merely act as tools
to play out the game to its pre-determined conclusion.
_______________________________________________________________________
My remix to the game was this:

During war, you look at the 3 cards you play face down, and then flip 1 card face up. The card face up card competes for the higher rank with the opponent's face up card. if you lose, you have 1 chance to redeem yourself by flipping one of the 3 face down cards to try and beat their card's rank. If the opponent was going to win before you redeemed yourself, they do not flip one of their face down cards.

A video will be uploaded later.
_________________________________________________________________________

Second Individual Part: Tic-Tac-Toe  --REMIX!

Our task here is to submit a new rule-set, a proper description of the game, and appropriate documentation. Here is the all of the above:

Players: 2

Materials needed: Surface of which you can draw a 3 x 3 grid, and a writing utensil.

Progression of Play: Simultaneously, each person fills out a spot of the grid until one person get 3 of their specific kind of symbol in a row, column or diagonal. As stated before, the objective of the game is to get 3 of a kind (getting 3 of your symbol in a row, diagonal, or column makes you win the game). During the gameplay, you try and block off the other person in which makes them unable to get 3 of a kind, while also, aiming to get 3 of a kind yourself. The symbols are either X or O.
__________________________________________________________

Here is my remix of the game and rules adding some Luck.

Players: 2

Materials needed: Surface of which you can draw a 3 x 3 grid, and a writing utensil.

Progression of Play: Simultaneously, each person fills out a spot of the grid until one person get 3 of their specific kind of symbol in a row, column or diagonal. As stated before, the objective of the game is to get 3 of a kind (getting 3 of your symbol in a row, diagonal, or column makes you win the game). During the gameplay, you try and block off the other person in which makes them unable to get 3 of a kind, while also, aiming to get 3 of a kind yourself. The symbols are either X or O.  If someone is going to win, you can roll a die for a chance to block them. To do this, you must roll a die. If you roll a 6, you may interrupt their turn and place one of your symbols where you want to either win, or block them off.
___________________________________________________________

My addition adds luck to the game to see who wins.
________________________________________________________________

Third Individual Part: MONSTERS Corp. --REMIX!

Originally, Monsters Corp. was a game of skill. Here, our objective was to turn an already made game of either skill or luck. If its originally luck, turn it into skill, and if skill, turn it into luck.

Here are the rules of Monsters Corp.:

MONSTERS Corp-
Players: 2-4 people
Included: one die, tile-game
First to Get majority of board wins
rolling dye to choose order of turns.
and then proceed clock-wise
first to acquire all land wins.
every tile has a monster. lvl 1-20.
every monster you defeat, you gain a level. in order to defeat a monster, you must roll a number, when added onto yours, kills the monster. That part that the monster was on, becomes your land.
_________________________________________
To acquire another person's land once they've already conquered it:

The strongest monster in which each person had beaten face off, and each roll a die. If the die and the monsters lvl together are higher than the other monsters, then the person with the higher monster and die win and conquer that land.
_____________________________________
Teaming:
You are only allowed to team up with one person who is weaker than you, or the person closest to your level. If neither of these things occur, for example, you are level 10, and everyone else is level 20, then you may pick who is your partner.

 This is because with the amount of monsters that there are, and the amount of strength that each have added to the die roll, would be too one-sided.
_________________________________________
Death - once all of your land is taken, you are disqualified and kicked out of the game..YOU LOSE.
________________________________________________________________________________

Here is my remix of the game Monsters Corp. in which adds luck.

MONSTERS Corp-
Players: 2-4 people
Included: one die, tile-game
First to Get majority of board wins
rolling dye to choose order of turns.
And then proceed clock-wise
first to acquire all land wins.
every tile has a monster. lvl 1-20.
every monster you defeat, you gain a level. in order to defeat a monster, you must be either, a higher level than the monster, or, roll a number with the die. That part that the monster was on, becomes your land.
_________________________________________
To acquire another person's land once they've already conquered it:

The strongest monster in which each person had beaten face off, and each roll a die. If the die and the monsters lvl together are higher than the other monsters, then the person with the higher monster and die win and conquer that land.
_____________________________________
Teaming:
You are only allowed to team up with one person. However, now you determine this by rolling a die. At the start of this game, you rolled a die to see who does first. That person is now player 1. Each person after(clock-wise), are given a number in which increases until 4 is reached. When rolling the die, if you get your own number, you cannot team up with anyone.
_________________________________________
Death - once all of your land is taken, you are disqualified and kicked out of the game..YOU LOSE.
___________________________________________

My changed rule mechanic in Monsters Corp., makes the game more one-sided. This is a positive feed-back loop now stationed within the game.

Thanks for reading my post!




Kazekumaru -- Peacing Out!

Questions to consider:

  1. Do you think that the third remix was too simple? If so, leave some feedback
  2. What did you like about my changes?