Saturday, 10 August 2013

Game Design Week 7 Workshop

In today's workshop, we were learning how to design a 5 Room Dugeon RPG Adventure with based on a story. This game was created by Johnn Four and Strolen. In this game there are 5 areas, each of the area has a certain quest to be completed. In order to finish the game, the player needs to follow the story. In our workshop, we used Microlite 20 settings to play the game.

One story based on acts. There are 2 different part structures of acts in this game. The first act is again divided into 3 act structures, they are the beginning, complications, and final resolution. The second act is divided into 5 different act structures, they are exposition, rising action, climax, falling action, and revelation. The second act structure is way more complicated then the first one.

The story began with the player is required to enter the first area. In the first area, in order to enter the are, the players are required to answer a secret question. The question is simple and requires a logic thinking, so that the player could answer the question easily but still needs to think a little bit. After the player answered the question, the player will enter the area. In this area, the players are required to fight against a golem. In this area, we also designed some ravines and traps. These traps and ravines will decrease the players' health.

In order to get into the second area, the player needs to find a entrance gate of the second area. The second area is designed with a chessboard design floor. The player will meet his friend, Al in this area. This area is a place for snakes and flames. The player needs to avoid them or meeting them, or else their health will be deducted.

Next area, the players are required to rescue some prisoners. The tricky part is that some of the enemies are the players' opponent, hence, the players need to be careful. We designed 3 prison which full of prisoners, but only 1 prisons are full with good prisoners which the player need to rescue.

In the fourth area, the layer will defeat some of his opponents. In the previous area, the player gets a sword and in this area, he/she is using this sword to fight with the opponents.

After all opponents are killed, the player will continue to the fifth area. In this final area, there will be a treasure and a map. The player then gets the treasure and the map. However, after the he gets them, Al, which his friend from the second area and kill the player.

This workshop taught us to create the story of a game, and we give some climax to the game. This climax will not be expected by the player.

Friday, 9 August 2013

Karate Champ



Karate Champ (was originally Karate Dō in Japan) is an arcade game released in 1984 and was developed by the Technos Japan). Karate Champ is also available for home versions platform when Data East, the publisher began to publish this game in the United State in 1985. Fun fact about this game is in the 1987 Video Game Masters Tournament, the world record of Karate Champ was 259,800 points. This game is included in a fighting genre games. This game could be played in either single or multi-player mode.

Interactive
Karate Champ is a fighting genre game which obviously requires many actions. There are two types of action in this game, they are attack and defence.

There are many available attacking moves in this game, such as
  • Lunge Punch (high/low)
  • Reverse Punch (standing/crouching)
  • Round Kick
  • Front Kick
  • Low/Back Kick
  • Back Round Kick
  • Jumping Side/Back Kick
  • Foot Sweep
  • and Reverse Foot Sweep
Different attack moves will also produce different points.

Apart of forward, back, jump, and crouch, the defensive moves, however, is available in two types, they are
  • Block (High/Low)
  • and Summersault (Forward/Reverse)


Setting
This game uses different types of settings. However, the default one would be in Karate field where two karate champ fights in the middle. In the upper part of the screen, we could see there is a 'Karate' sign, and there is 1 master judge, and 2 (probably) senior/assistance judges. In the lower part of the screen, there are 11 karate guys who watch the competition together. The feel of karate competition could be felt by the Karate sign, judges, and the audience.

Other setting could in various places such as at the city, cliff, sport field, etc. Wherever the setting, there is always 1 master judge wearing blue top and black bottom.






Concept
The player pretends to be a karate competitor and he would be fight against another player or computer. Two karate guys could be seen coming from two different groups, one's wearing white gi, and another one's wearing red gi. This game follows the common karate competition where the judge would call out phrases "Fight!" to start the game, and "Winner!" when someone's already won. To win the game, a player has to successfully hit another player.

Goal
The goal of this game to get more points by attacking the opponent. A player who gets the most point would be the winner.

Challenge
This game does not have health bar or hit points. An attach successfully landed would end the round, and the player would get a point or half point. The player needs to protect himself by using some defensive action while he gets to attack the opponent to get more points. According to me, this game uses high chances. The faster you attack before the opponent could perform any defensive moves, then you get the point.


All images is derived from: Google Image.

Friday, 2 August 2013

Donkey Kong 3



Donkey Kong is a fixed-shooter arcade game series. In this post, I will focus on the third series of Donkey Kong, which is Donkey Kong 3. Donkey Kong 3 was released for the family computer as well as arcade. Donkey Kong 3 was published by Nintendo in 1983. Donkey Kong 3 can be played in single-player and multi-player mode.

Interactive
Donkey Kong is a simple game which requires player to give a simple action as well. The player is allowed to move the Stanley (a bug-man) either to the right or left. The bug-man also sprays a bug spray to the insects the ape stirs.

Setting
In Donkey Kong 3 arcade version, we could see trees, two beehives and two sticks which the ape moves up and down. In the lower part of the screen, we could also see flowers which Stanley, the bug-man needs to protect.




Concept
The game concept of Donkey Kong 3 is there is a bug-man called Stanley. Stanley has flowers which show in the lower part of the screen. Donkey Kong is an annoying ape which makes Stanley's greenhouse in danger. The ape stirring up the beehive which produces angry insects that will soon destroy Stanley's flowers. Stanley needs to save his flowers by shooting bug spray on Donkey Kong as well as the insects. The insects are variety from buzz bees, beespies, queen bees, creepy caterpillars, butterflies, beetles, moth, beebombs, and vine eaters. The caterpillars will come down from the trees which show on the both side of the screen. Stanley would force the ape upwards and finally to the top of the screen to finish the level and get into the next level.

Goal
Stanley needs to protect his flowers from being stolen by the insects. To finish the level, Stanley needs to spray the bug spray to the ape to make the ape upwards until it reaches to the top.

Challenge
The challenge of the is to kill the insects while to make sure the ape doesn't come off from its place (keep shooting him until it reaches to the top of the screen). However, the more level, the difficult and the more insects are coming up. This makes the player will be overwhelmed.




All images is derived from: Google Image.

Friday, 26 July 2013

Pac-Man



Pac-Man was released in 1980 in Japan and was developed by Namco. Pac-Man became a social phenomenon that sold a large amount of merchandise and also inspired, among other things. As in Pac-Man released, it invented a new type of genre ad appealing to both genders. Pac-Man popularity was really high back then, that is why people often credit Pac-Man being a landmark in video game history, and is among the most famous arcade games of all the time.

Interactive
Pac-Man is a very simple game. It allows up to 2 players play at the same time. Pac-Man is controlled by the player through a maze, eating dots (which is usually called pac-dots). The player is allowed to control the Pac-Man to 4 different directions, which are right, left, up, and down.

Setting
Pac-Man game uses a maze-like environment which has pac-dots spread all around the maze. In the middle of the maze, there is a little home of the Pac-Man enemies.



Concept
The concept of the game is to eat all of the pac-dots. There are 3 enemies, which are Shadow (Red), Speedy (Pink), Bashful (Turquoise), and Pokey (Orange-Browny). These 3 enemies have the ability to eat the Pac-Man. However, there are 4 special pac-dots (which are bigger in size than usual pac-dots) that can allows Pac-Man to have the ability to eat the enemies, but in temporary times. When Pac-Man ate the special pac-dots, all the enemies turn in to blue like a ghost. Each enemy eaten, Pac-Man will get 200 points. Additionally, each pac-dot and special pac-dot eaten, Pac-Man will get 10 and 50 points sequentially. When all the pac-dots have been eaten, the game will load into the next level.



Goal
The goal of this game is to control the Pac-Man to eat all of the pac-dots with out being eaten by the enemies. 

Challenge
The challenge of the game is to avoid being eaten by the enemies. The player has to make their own strategy so that they are able to eat all of the pac-dots with out being eaten by the enemies.


All images is derived from: Pac-Man — & Wikipedia.com

Thursday, 25 July 2013

Game Design Week 5 Workshop

Today in workshop, we studied about elements of RGP board games. It includes making character, understanding the rules and regulation, skills, purchasing equipments and weapons, and defining the character characteristic.

First of all, I personally think that RPG games are only those video type of games, which we able see the characters move visually. However, today I learned something new, which is learning to play RPG board games.

Description
Title : Microlite20 Purest Essence
Created by : Robin V. Stacey, Darrell King, and Al Krombach
Stats: Strengh, Dexterity, Mind
Races: Humans, Elves, Dwarves, Halflings
Classes: Fighters, Rogues, Mage, Clerics

The game documentation also includes rules and regulations, level advancement, monsters list, equipments list, adventuring equipments and gears, spell lists, and guide to game master. In this game, we are allowed to create our own magic skills and other stuffs.

This game also provides character sheet which is pretty cool. We could keep track of our money (wealth), characters specifications and descriptions, weapons and equipments, skill rank, and character statistics.





The game was fun at the first time, we are allowed to choose our desired characters details. We also purchased weapons and equipment. However, when it gets to play the game, the game master was often confused on understanding the game play. It was also complicated when everything needs to be calculated using dice. As the matter of fact, some needs to be calculated in different type dice. For example, we to calculate the Hit Points, we need 6-sided dice. However, when it comes to calculating the attack of monsters, we need some type of dice. Depends of the monster, there are some monsters which need 8-sided dice and 10-sided dice.

Friday, 19 July 2013

Pong


Pong or usually marketed as PONG (all upper-case letter) is a two-dimensional tennis sports game, and is one of the earliest arcade video games. PONG was released in 1972, was published and developed by Atari Inc., a video game company founded in the same year by Nolan Bushnell and Ted Dabney. Back to when PONG was released, PONG was one of the video game, which reached mainstream popularity.

Interactive
PONG is a very simple game, yet exciting game. PONG imitates the gameplay of tennis sport, which has two players. One player plays on the left side, and another plays on the opposite side. In PONG game each player controls an in-game paddle by moving it up and down. The players use paddle to hit a ball back and forth. When the ball touches the paddle, the ball bounces to the other side. The aim of this game is to get more points, points are earned when one player fails to return the ball to the other. To move the paddle, the players need to press 'W' or 'S' keys to move it up and down consecutively, or simply move the mouse up and down.


Setting
PONG is a two-dimensional game. Back to the earlier days when PONG was released, the setting of the game is black and white, where paddles, ball, and the barrier are in white; the rest is in black colour. However, today, we can play this classic game on Atari Arcade website, and the game is redesigned to be more attractive, and more colour involved, such as gradient colour white for the ball's colour, paddle's colour of each side is now distinguished, and the rest are in gradient colour of black (not a flat black colour). There are some cool effects added as well, such as the effect of the ball moving, the ball bouncing off of the paddle, and the effect of celebration when one side gets points.

Original Design of PONG

The Design of PONG Today

Fireworks effects adds excitement of the game
Goal
The goal of PONG game is similar to tennis game in sport, which is to earn more points. To earn more points, one must be able to return the ball to the opponent side, and if the opponent side could not return it back to the other side, then the opponent side is fail, and the other side gets the point.

Challenge
The challenge in PONG game is, the paddle can't be moved to the tip of the corner, this makes a little gap which a ball can pass. With this gap, we can control the paddle so that the ball would pass the gap. However, to control the paddle is not easy, due to the ball is moving and we have to predict the correct location of the paddle.

Again, another challenge is to return the ball to the opponent side. The ball movement is dynamic, according to the force of paddle gives to the ball. Because of the dynamic, we have to predict where should we move the paddle in order to get the ball touches the paddle and returns the ball to the opponent side.



All images is derived from: PONG — Atari.com & Wikipedia.com
Play PONG!

Saturday, 13 July 2013

Game Design Week 3 Workshop

This design challenge is taken from Brenda Brathwaite's blog.

Materials - paper, post-it notes, pens etc.
Mechanic device - dice (or even cards/spinners)
Organisation - pairs or small teams dependent on size of class.

In this week's workshop, we were practising a race game. Basically, in race game, players need to start at point A (start line) and get to point B (finish line); one player also must win.

We formed a small group of 4 members which is Chandra, Budi, Nathan and myself. After a team discussion, we decided to have a start point in the bottom part of the paper provided by the lecturer. As in the papers there were 6 half of hexagon block at the start point of the game. Hence, we used a 6-sides-dice to decide which member should place which block.

Since the paper provided by the lecturer contained of hexagon blocks, then we decided to only use the 3 edges of higher side of each hexagon. The players' movement would be determined by these 3 edges.To play the game, players need to get the random number by shaking the dice. As each player moved, they would leave a path (like an increasing snake). Thus, each player would have a head and a tail.

The movement of players would be
 Where
- P represents Player
- Number 1 to 6 represent the number gotten by shaking the dice

When Player gets number 5, he must move 2 blocks ahead, however if he gets number 2, then he only moves 1 block to the front.


The rules of this game is
  • If Player 1 hit Player 2's head as he moved, then Player 1 must get back and start again from the start point.
  • If Player 1 hit Player 2's tail, he could not move. However, the Player 1 could jump the Player 2's tail if only he gets to jump the blocks which were occupied by the Player 1.
Apart from generating the rules, we also added conflicts to make the game interesting and enjoyable. We added a bunch of special features to random blocks. The special features were
  • Move back according to dice number.
  • Roll again.
  • Deduct other player(s) steps according to dice number.
  • Back to the start point.
  • Swap your front head with one player.