Friday, August 27, 2010

Serf Escape!

       Evan and I created our own game using the traditional chess board and it's pieces. The rules, however, were very different. It is a two person co-op game vs either another single player or AI. The single player on one side of the board is in command of two full rows of pawns (serfs). Lining the opposite far side of the board is a single row of both knights and bishops. These are controlled by the two collaborating players, one player chooses knights (government) and one takes the bishops (church). Their pieces move in a traditional sense and receive no new "powers" in our game.
      The Church and Government's role is to attack and block the serfs from reaching the opposite side of the board. The serfs may do this by jumping over and evading capture. The first row of serfs may move 2 spaces either diagonally or in a straight line. The second line of pawns is stronger and may move 3 spaces in the same directions as the first set of pawns. They may not attack unless they reach the other side of the board. Once(if) the other side is successfully reached, the serfs are "kinged" and receive the rook piece in place of the pawn. They have reached their stronghold and may now fight back behind the safety of the towers walls. With this new piece comes the power to move in straight lines as far as the player wishes to. And this new serf/rook may move diagonally the same distance as before.
    Which ever team prevails in the end wins!

Game Creator

A) What options are available to you as a 'game designer'?
     Character choice, Environment, Goal, Challenges
B) How are these options provided?
    Through step by step design.
C) What types of elements are provided for you to use to 'build' the game?
    Through buttons and tools on a side bar.

D) What limits are set on the level of the game play able to be customized
    You must choose between: Time limit, Destroy all enemies, Reach the end portal.

E) What does the process of using these game creators teach about the notion of the 'difficulty and achievement' balance? Explain using an example from your research.
   It became obvious quickly as my partner played that I had focused too much on the goal of surviving 2 minutes and had neglected the difficulty of the level. I had to go back and add more challenging situations because in focusing on map layout and objectives I ignored the need to update the difficulty of bad guys as well.

When you are done, trade places with another student and have them answer the following questions.

1) Is the game level fun to play? (be honest!)
   The game I tested was too difficult in the beginning. By the end I enjoyed it.2) If so, why? If not, why not?
    I was given one life, one hit kill. It made it frustrating to atempt to learn game controls or develope strategy when you died so easily. After quite a few deaths I understood the map layout and objective and it turned out to be enjoyable.3) What could be done to improve the level?
Multiple lives. The complexity of the game would then be allowed to broaden because the level could go on longer.

Job Search

The variety, prerequisite knowledge, and experience needed for each job was interesting and a bit intimidating. Gaming concept art seems like the direction I would like to go. Or game plots and story-lines. I think those are two of the most intriguing aspects of game design.

Game Artist

Gamasutra Article

I especially enjoyed the referenced article on the verb "jump" and it's role in gaming.




Gamasutra-Autonomy, Game Worlds, When Mechanics Trump Story









Friday, August 20, 2010

Videogame Cultural Studies Evaluation

VIDEOGAME CULTURAL STUDIES EVALUATION


TITLE
Centipede_____________________________________________________


YEAR OF PUBLICATION/RELEASE
1980_________________________________________________________



GENRE
Shooter_______________________________________________________




USER INTERFACE OF ORIGINAL GAME - JOYSTICK & BUTTON COMBO
Trackball and single  button__________________________________________




HOW LONG CAN YOU PLAY BEFORE BEING DEFEATED?
Not long 2 min?____________________________________________________




IS GAMEPLAY PATTERNED OR RANDOM?
Randomly set up on each new screen/game_____________________________




PUBLISHER/MANUFACTURER?
Atari_______________________________________________________________



ONE PIECE OF HISTORY FROM DOT EATERS ABOUT THIS GAME: One of the first arcade games to appeal to a significant female player base.

(one para)



VIDEOGAME CULTURAL STUDIES EVALUATION


TITLE
Asteroids_________________________________________________


YEAR OF PUBLICATION/RELEASE
1979________________________________________________________



GENRE
Shooter_______________________________________________________




USER INTERFACE OF ORIGINAL GAME - JOYSTICK & BUTTON COMBO
Directional pad and additional buttons_______________________________________




HOW LONG CAN YOU PLAY BEFORE BEING DEFEATED?
1-2 Min average__________________________________________________________




IS GAMEPLAY PATTERNED OR RANDOM?
Random flying asteroids___________________________________________________




PUBLISHER/MANUFACTURER?
Atari___________________________________________________________________



ONE PIECE OF HISTORY FROM DOT EATERS ABOUT THIS GAME: One of the best selling game of Atari

(one para)




VIDEOGAME CULTURAL STUDIES EVALUATION


TITLE
Lunar Lander_______________________________________


YEAR OF PUBLICATION/RELEASE
1979____________________________________________________



GENRE
Simulator game type________________________________________________




USER INTERFACE OF ORIGINAL GAME - JOYSTICK & BUTTON COMBO
Handle/thruster and left and rightbuttons____________________________________




HOW LONG CAN YOU PLAY BEFORE BEING DEFEATED?varies_________________________________________________




IS GAMEPLAY PATTERNED OR RANDOM?
Mountains and landing pads change each time _____________________________




PUBLISHER/MANUFACTURER?
Atari____________________________________________________________________



ONE PIECE OF HISTORY FROM DOT EATERS ABOUT THIS GAME:Atari's first game to use vector graphics.

(one para)