Tuesday, November 20, 2007

11/20 Weekly Progress

What you have done this week for the project?
Our team has kept creating the maps, characters, and elements for our game. During the team meeting, we have finished the demo for prototype testing and the playtesting report. In this week, I have kept working on our demo, by adding the elements and animations in the different backgrounds, creating the characters' dialogues and cautions for the player, combining battles to the game, adding effects upon the character’s actions, and making the title and goal pages for the game.

Where and when you met with your group?
We regularly met in school after the tutorial and lecture. Also we had online MSN meeting for discussing the features of the game.

What are you going to do next week?
For next week, I will keep working on the final game.

Tuesday, November 13, 2007

Paper prototype Critiques 3

Stick Ninja is a fighting game. The player is able to choose appropriate characters and weapons to attack different enemies. This game prototype is balance since player’s actions will bring different results according to the rules. Its game model is abstract as it is widely applicable. Moreover, its aesthetics model is competitive since the player is emotionally invested in defeating the enemies. Besides, aesthetics is submission. The physical prototype they use is a board game, which materials include a board with dices, papers of player, enemies, and weapons, health pieces, and quick rules. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game concepts, run-time behaviors, and desirable emotional responses evoked by the game dynamics. For the originality of this game, there is some action games existed in the market, which are similar to the activities of this game.

Zodiac War is a fighting game with storyline. This game prototype is balance since it gives players clear instructions in order to take appropriate actions and also led to corresponding results. Its game model is formal and abstract as it is well-defined and widely applicable. On the side, its aesthetics model is competitive since the players are emotionally invested in defeating the enemies. For the originality of this game, there is no similar existed action game which background is about zodiac. The physical prototype they use is a board game, which materials include a board with character movement cards, attack cards, health and power points, sheets of story narration and game results. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game rules, run-time behaviors, and desirable emotional responses evoked by the game dynamics. Overall, the aesthetics is narrative and submission.

The player’s goal of the game, Crack Quest, is to defeat the enemies by using the weapons he/she find during the journey. This game prototype is balance since the activities and the goal for the player is clear. Its game model is abstract and proven as it is widely applicable and known to work. On the side, its aesthetics model is competitive since the players are emotionally invested in defeating the enemies. The physical prototype they use is a partial demo of the actual game. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game rules, run-time behaviors, and desirable emotional responses evoked by the game dynamics. Overall, the aesthetics is discovery and submission. For the originality of this game, there are many action games existed in the market, which have similar concepts and activities to this game.

11/13 Weekly Progress

What you have done this week for the project?
Our team has kept creating the maps, characters, and elements for our game. During the team meeting, we have talked about the work process of each team member. In this week, I have kept working on our demo, by combining the finalized drawings from other teammates to the game, creating the game elements, and adding the dialogues and effects upon the character’s actions.

Where and when you met with your group?
We regularly met in school after the tutorial and lecture.

What are you going to do next week?
For next week, I will test the users with our demo and do the playtesting report.

Tuesday, November 6, 2007

Paper prototype Critiques 2

3rd Cloud is a RPG game with exploration and fighting. This game prototype is balance since it gives players clear advices in order to take appropriate actions and also led to corresponding results. Its game model is formal and proven as it is well-defined and known to work. Moreover, its aesthetics model is competitive since the player is emotionally invested in defeating the enemies. Besides, aesthetics is discovery and submission. The physical prototype they use is a partial demo of the actual game. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game concepts, run-time behaviors, and desirable emotional responses evoked by the game dynamics. For the originality of this game, there are many simple RPG games existed in the market, which are similar to the activities of this game.

Food Fight is a multiplayer game, which the players are aimed to win the foods and also the game. This game prototype is balance since player’s actions will bring different results according to the rules. Its game model is abstract as it is widely applicable. On the side, its aesthetics model is competitive since the players are emotionally invested in defeating each other. For the originality of this game, there is no similar existed game which background is about food fighting. The physical prototype they use is a board game, which materials include a board with coins, player pieces, stickers, peas & corn cards, character cards, and instruction sheets. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game rules, run-time behaviors, and desirable emotional responses evoked by the game dynamics. Overall, the aesthetics is challenge and fellowship.

Drive-thru Tycoon is a simulate game. The player’s goal is to reach a certain amount of profit within the game time by managing the whole restaurant. This game prototype is balance since the activities and the goal for the player is clear. Its game model is formal and abstract as it is well-defined and widely applicable. The physical prototype they use is like a board game, which materials include a paper with art works, small drawings of different elements, papers of money, and an instruction sheet. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game rules, run-time behaviors, and desirable emotional responses evoked by the game dynamics. Overall, the aesthetics is expression and submission. For the originality of this game, there are some games existed in the market, which have similar concepts and activities to this game, such as Dinner Dash, a Nintendo DS game.

Circular Strife is a 3D car game. Its prototype is balance since the rules for the player and the physical setting of the game is carefully created. Its game model is formal and proven as it is well-defined and known to work. On the side, its aesthetics model is car dynamics that match user expectations. The physical prototype they use is a physical setup, which materials include a player’s vehicle, cardboard structures, attachable bombs, and bomb pickup shots. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game rules, run-time behaviors, and desirable emotional responses evoked by the game dynamics. Overall, the aesthetics is fantasy, sensation, and expression. For the originality, there are many simple real-time car games existed in the market, which have similar activities to this game.

11/6 Weekly Progress

What you have done this week for the project?
Our team has kept creating the maps, characters, and elements for our game. During the team meeting, we have discussed about the dialogues of the game characters and solved the minor problems in creating our game. In this week, I have participated in making our demo, by creating the game elements, and adding the dialogues and effects upon the character’s actions.

Where and when you met with your group?
We regularly met in school after the tutorial and lecture. In this week, we have extra meeting on Friday night and Monday afternoon in school.

What are you going to do next week?
For next week, I will keep creating the elements of the game and combining the finalized drawings from other teammates to the game. Also I would add more effects upon the character’s actions.

Tuesday, October 30, 2007

Paper prototype Critiques 1

Ant Lion is a game mainly for educational purpose through casual gameplay. This allows the players to think about things beyond the game. Overall, this game prototype is balance since it has clear rules and results, which are ant must escape pit and Ant Lion must eat ant. Its game model is formal and abstract as it is well-defined and widely applicable. For the aesthetics, it is discovery and submission. Besides, the game is original since there is no similar existed game that combines the fun and educational factor about Ant Lion. The physical prototype they use is a turn based board game, which materials include a board with squares, a dice, and a player token. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game concepts, run-time behaviors, and desirable emotional responses evoked by the game dynamics.

The premise of the game Fins of Fury is a tadpole develops into a frog on a search and rescue mission. This game prototype is balance supporting by its background storyline and the level goals. Its game model is formal and abstract as it is well-defined and widely applicable. On the side, its aesthetics model is competitive since the player is emotionally invested in defeating the bad guys and the end boss. The physical prototype they use is a board game, which materials include a hex grid board containing 4 levels, a paper slip of player’s health meter, dices, and a player token. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game rules, run-time behaviors, and desirable emotional responses evoked by the game dynamics. Overall, the aesthetics is fantasy, challenge, and discovery. For the originality of this game, there is a RPG game 46 Okunen Monogatar—English version is called E.V.O—from Japan released in 1992, which is similar to the concepts and activities of this game. Both games contain several levels and the player completes a level, by defeating the enemies, in order to transform into an advance form of being.

The goal of the game Mizu is to find the elemental gems through exploring in different environments and defeating the evil chaos. The player’s activities are determined by a roll of dice and depended on the life and attack charts. Thus this game prototype is balance supporting by its charts that show the relation between player’s heath and attack points, and different roll numbers of a dice. Its game model is formal and abstract as it is well-defined and widely applicable. Moreover, its aesthetics model is competitive since the player is emotionally invested in defeating the enemies. Besides, this game is original since there is no similar existed game, which both background and characters are focused on the four natural elements in our world. The physical prototype they use is a board game, which materials include a board with art works, a dice, the pieces of player and evil chaos, and an instruction sheet. The gameplay of this physical prototype and the actual game are not related since their run-time behaviors have much different. Winning the prototype broad game is more depended on luck by rolling the dice, but not the actual game, which requires exploration. Overall, the aesthetics is fantasy, discovery, and submission.

SCHOOL’D is a team based adventure game, which combines puzzle solving and enemy fighting. Its prototype is balance since the rules for each character and enemy, and the setting of the game board is carefully created. Its game model is formal and abstract as it is well-defined and widely applicable. On the side, its aesthetics model is competitive since the players are emotionally invested in defeating the enemies. The physical prototype they use is board game, which materials include a board, the character and enemy models, the stat sheets for both characters and enemies, and a manual. This physical prototype and the actual game have the same mechanics, dynamics, and aesthetics because they have same game rules, run-time behaviors, and desirable emotional responses evoked by the game dynamics. Overall, the aesthetics is narrative, challenge, fellowship, discovery, and expression. For the originality, this game is a simple version of the RPG game Dungeons and Dragons, which was first released in 1974. The concepts, activities, and requirements of the two games are very similar.

10/30 Weekly Progress

What you have done this week for the project?
Our team has been more familiar on how to use the game engine RPG maker XP by online tutorials and books from library. Considering the effective of the production process, we have discussed and changed some small game elements we preferred. In this week, I have searched more in detail about what we need to implement considering our game Dynasty, such as backgrounds, maps, and effects. Also I have created some elements for our game.

Where and when you met with your group?
We regularly met in school after the tutorial and lecture. Also we had online MSN meetings for discussing and solving the minor problems.

What are you going to do next week?
For next week, I will keep creating and drawing the background elements of the game and would add the elements creating by other teammates to the game.