Don't wanna be here? Send us removal request.
Text
Journal9
This week is finally about to start the final board game.It's actually pretty crude.I bought some Lego blocks to replace the ones that were flipped over, and I drew a card for each flip.There is also a blue block to replace the boss.Then, because of the lockdown, we couldn't find a merchant online to customize the cards, so we decided to make them ourselves.I redrew the card face of the card, one team member drew the map, and finally asked one team member to print it out.Then we set up a time and place to meet.We prepare a deck of playing cards, and then we put the printed cards on the deck of playing cards, and then the card is done.Then we cut out a piece of cardboard, stuck the map on, and the map was finished.Finally, we recorded a complete play process, and it was done!But in fact, this is not the final appearance, we can only use ready-made materials to make such a degree, if possible, I will make it better in the future.
0 notes
Text
Journal8
This week, I updated the game with my team members, printed cards and maps, and conducted the second round of testing.In the first test, we adjusted the map, because the distance between the two clocking points was not the same, we always liked to let the staff go to one point during the test, so we felt that one route was fixed, so we wanted to strengthen the other route.As we adjusted the map we also changed the initial positions of the employees.We found that the balance of the map was not an easy thing to do, and in the second test we adjusted it again, moving the initial positions of the people back.We went back and forth twice just for this one adjustment.And then we did two more tests.We think the employee is a little weak in the late stage, because the boss knows where the employee is when the employee clocks in.Therefore, the two action points after clocking in are strengthened to make the employees more flexible and easy to avoid the boss's pursuit.The last time we tested it, we thought it was pretty good.Further refinement is expected to begin next week.
0 notes
Text
Journal7
I've been obsessed with the ghost of Tsushima for a long time this week.To be honest, the game is really good.At the beginning, I was attracted by the artistic conception of his game. The vast reeds, the red leaves on the ground, the endless equinode flowers, the pure beauty achieved by the appearance of a large number of single elements made me feel that each piece could be used as a wallpaper.Not only that, but the game also has a Kurosawa mode where the entire game is turned into black and white, which feels like a replay of a Kurosawa samurai movie.At first I thought it was a game to promote the samurai spirit in Japan, but the truth is that it is an anti-samurai game.But my biggest surprise with Horse's Soul is actually the "wind guide". The wind in the game not only gives the graphics a powerful dynamic aesthetic, it works perfectly with the game's main particle effects, and it's my favorite navigation system in an open world game so far.And wind and golden birds, leading foxes, deer in the wild, frogs in the temple and so on, together create the cultural background of Japanese animism, just as the earth, leaves, petals and air are endowed with spirituality.Whenever I lost the direction, looking at the side slightly fluttering petals, you can have the approximate position.Because the wind direction is not precise, it gives the player a certain space to explore as well as a certain direction. I think this is really a subtle design.
0 notes
Text
Journal6
While playing Shadow Realms of World of Warcraft recently, I found myself relying so heavily on maps that I basically had to open the big map every 10 seconds to look at it.In fact, the current version of World of Warcraft is much friendlier than its early days, when there were few landmarks other than a simple flat map, and players had to follow the description of "a cave, a lake" in the mission text to find their way.On second thought, I think it's probably because the maps in a lot of games these days are so handy.After all, many previous games didn't even have maps, and in recent years the "Soul" game design, led by Hideko Miyazaki, has relied on the level itself rather than the map to guide the player.In terms of map design, on the one hand, give the player clarity;One is to try to keep the exploration fresh while allowing the player to be the map carver themselves.I recently read an interesting article about the development of game maps.While some of the game makers' ideas are about the exploration of automated maps, other games move from simple dungeon maps to more realistic maps, even referring to realistic map planning, in order to allow the player to go deeper into the real world.
0 notes
Text
Journal5
This week we started working on a paper prototype.It took us some time to design the map.On top of that, we found that each grid needed a corresponding card.We made a new rule that boss cards can only be turned over from a grid in the map, which we felt made the game more random, but more exciting.The employee itself is invisible, the boss is chasing, through the card to find the employee, the employee itself is also a card.Then we came up with a very interesting gameplay in which employees had to punch in to win the game again, making it easier for the boss to find the general location of the employees.After we made the prototype, we tested it, and it turned out that the employees were so strong that it was very difficult for the boss to find out where the employees were.So we added some boss rules and cards, so the boss can take an extra step, and the cards are more powerful.After the second round of testing, we found that the staff was a little weak, so we enhanced the staff card skills.We went through three tests altogether.
0 notes
Text
Journal4
This week I had a discussion with my group members about the gameplay for our final assignment.To be honest, since our software or programming skills were not that great, we would have preferred to make a board game.First we established the core gameplay of the game, the chase.We imagined an office setting (since the topic of stress at work is very popular these days, we wanted to create an escape from the office setting).In order to make this turn-based chase game fun, we designed it like a battle flag and added cards.We thought a lot about how the cards would look, and how the card names could be used in an office setting.Then we drew a cover of the game concept.Then we set a date to start prototyping on paper next week.
0 notes
Text
Journal3
I read an article on the Internet today about the level design of Super Mario, and it was very inspiring.His main point is that for video games to be played by as many people as possible, accessibility is essential.Game now, even if is such a soul series hardcore action RPG, still have enough to fit the teaching guide, however, 30 years ago at the beginning of the generation of the super Mario bros., had to do a very perfect the teaching guide, even now, few games teaching guide to do like the early generation of the super Mario bros. is exquisite.
"Super Mario bros." introduced "chestnut can stomp" "mushroom get bigger," "can greaten top bricks" "eat flower will throw ball of fire" and so on a series of game play set, in order to be set for players to understand and learn the game, the game is not all give players the game design fobbed off, but the order gradually guide the way of teaching.
At the beginning of the game, the game scene is very simple, players will try a variety of game operations in this simple scene, after the scene, the game will gradually introduce "stepping on chestnuts", "eating mushrooms", "top bricks", "eating flowers" and other game elements, let players learn these game elements one by one.Once the player has learned these elements of the game, they are put together in later scenarios to test the player's learning effect.This kind of instruction not only helps players get started, but also gives them the sense of accomplishment of learning something new.
0 notes
Text
Journal2

This is my second journal.
With regard to the physical prototypes we talked about in class today, I feel that this is a really useful way to test game design.But I don't think all game ideas pass paper prototyping completely.The purpose of physical prototyping is to verify as quickly as possible whether the core gameplay of a game or a system works as expected, using the materials at hand.The purpose of physical prototyping is to verify as quickly as possible whether the core gameplay of a game or a system works as expected, using the materials at hand.Obviously, some relatively static or slow-paced games can use physical prototypes -- sandboxes for levels, cards to simulate dialogue choices, and so on.But the dynamic, fast-paced gameplay of slicing fruit is not appropriate.
0 notes
Text
Journal1
This is my first journal.
I'm going to give you some ideas for a game with 280 characters.First of all, I think the 280 character definition is actually very difficult to implement.But there's a case where I think some games work well, and that's when characters are used as cards.Because making 280 characters, whether it's 2D or 3D, is very resource-intensive and a lot of work.But by inserting the rule of cards into the game, 280 characters are easy to achieve.I can give you a counter example here, Hades.There are a lot of characters in the game as a support, and while the number of characters in the game is not as high as 280, it's a good way to make 280 characters a condition for the game.There are also many other card games, such as Hearthstone and Gwent, which are more than enough to reach 280 characters.
1 note
·
View note