Tuesday, August 27, 2013

Week five (5)

Microlite 20

Character sheet


NAME : Eff
CLASS/LEVEL : Mage 
RACE : Elves
GENDER : Male
HEIGHT: 5.9
WEIGHT: 62
HAIR COLOR : Black
EYE COLOR : Brown


Character Statistics
                   SCORE       MOD.
STR                11               0
DEX               11               0
MIND             12             +2

Hit Points
(STR+1d6/Level)               32

Armour class
(10+DEX bonus + Armour bonus)       10


Armour Type - No weapon but can just spell


Skills
Rank = Level + Class / Race bonus

Physical                4
Subterfuge            0
Knowledge           0
Communication    0


Melee Attack Bonus (str + lvl)   1
Missile Attack Bonus (dex + lvl)  1
Magic Attack Bonus (Mind+lvl)  3


Equipment 

ITEMS
Crowbar
Tent
Bedroll
Mirror
Shovel
Bent Pouch
Flint and Steel
Iron Rations
Oil Flask

Wealth
Coinage   Amount
GP               75



The Story


squirrels are attacking!
Adolf Squirrely!
squirrel attack each of us!
killed squirrels, some exploded and had gold inside!
I missed my squirrel, and I hit myself in the foot for 5 damage. Ouch.

We're going into a cave.
We all have torches light, some have burnt themselves.

There are skeletons next to gold, we choose to try to take some gold.
As we approach the gold, a CURSED CAVE SQUIRREL comes up and attacks!  It's wielding a Great sword and wearing Scale male.

The squirrel army comes in and kills the cursed cave squirrel.
We get some gold and the squirrels leave us.

Entering the wilderness.  Walking, and find a cliff.  We have a grappling hook.
Everyone is climbing up the cliff without fail.

Nightfall, let's camp and set up a tent. Regain 5 health points while resting.
WIND PICKS UP and throws 2 tents off the cliff, the other members need to rescue them.  They are stuck on a tree branch.
 I picked up a tent and brought it back up.


Moving on, there is a nice lake, there is gold in the lake.
There is a STONE GOLEM protecting it.  We're attacking the GOLEM!
We're attacking the GOLEM!

Someone fires an arrow and loses his own pinky finger, but he keeps the pinky for later use
We're killing ourselves, we use a ration to get health back.
He decides to let us go.

We continue to walk forward, we find a castle.  We go inside, it's full of skulls and candy.
We find 5 great swords, plate armour for everyone.

A young red dragon comes up. We begin fighting.
He's pissed because we took his stuff.

We found a Poke'Ball and we Catch the dragon.
Now we have a dragon, we have enough power to attack Adolf Squirrely.

We hop on dragon to fly to the squirrel castle.
One the way, we find villages, we choose to use the dragon to burn them all!
Didn't work, but that's how far we got.

Monday, August 19, 2013

Week four (4)

Name of the game : Danke

Image of the game





Rules

Start/Base Rules:
1.  Players roll die to see who goes first, highest wins.
2.  First player chooses space station location to start, clockwise to choose locations afterwards.
3.  Players automatically start at the nearest game square to the chosen space station.
4.  Players gather three different resources: Crystals, Dark Matter, and Anti-Matter.
5.  Each space station generates two of the three types of resources.
6.  Players own the space station given they own the connected game square.
7.  Players start out with a single space ship.  Space ships are required to move along the map. 
8.  Resources are gained at beginning of the turn.

Building:
1.  Settlement costs 2xC, 2xA, 1xD.
2.  Spaceship costs 1xC, 2xA, 1xD.
3.  Space station costs 3xC, 3xA, 3xD.
4.  When building a spaceship, the place can choose which settlement to start it at.

Movement:
1.  Spaceships may move onto a desired 1x square if the die rolled is between 1 and 3, inclusive.
2.  Spaceships may move onto a desired 2x square if the die rolled is between 4 and 5, inclusive.
3.  Spaceships may move onto a desired 3x square if the die rolled is equal to 6.

Turns:
1.  Player gains resources at the beginning of the turn. Afterwards, players may choose to construct ships and settlements.
2.  For each owned space ship, the player rolls a die.  The player may move onto the square if the movement rules are met.

Fighting:
1.  Players can attack at the beginning of their turn, if they choose to do so, they cannot move during this turn. 
2.  If attacker rolls 4 through 6 inclusive, the defending spaceship will be destroyed.
3.  Each attack costs 1xA, 1xC. 
4.  A black hole gun can be used to acquire resources of another player.  While the black hole gun is deployed, the player who owns the black hole gun gains the resources of the other player on resource gain. 
5.  The black hole can be removed by bringing a space ship back to the settlement.  One turns worth of resources is guaranteed  to be lost.
6.  In order for a player to attack and kill a settlement, a 6 must be rolled.

Balance:
-  Make spaceship more expensive to make, giving players more incentive to build settlements.
-  Have 2x resources more abundant, to make it actually count what is rolled.
-  Spaceships don't gain resources, only settlements do.  Players start out with the cost of 1 settlement.
-  Settlements must be adjacent to other owned settlements. 
-  First person to 5 settlements wins.  Should encourage players to fight more.

GAME IS NOT VERY FUN.  It's too complex.  We need to remove player ability to get back into the correct zone of 'Flow'. 

Sunday, August 11, 2013

Week three (3)

Name of the Game : Space Pirate
 Space Pirate is a navigation course through space and there is a lot of obstacle a player come across when navigating. 

  1. The core mechanic/ Action :moving
  2. How is it interactive :The player need to navigate through a course
  3. Goal of this game is to make the player feels happy when he/she finish the course
  4. The challenge is how the player over come the obstacles.




ACTION
                Navigation through Space

GAME PLAY



  1. Each has a turn to roll a dice, The the player with the highest number on the dice being the game.
  1.  The same player, rolls the dice again to determine the number of spaces the player has to move.
  1. Then the game goes clockwise
              

EXPERIENCE

              Joy &
Excitement- when a player doesn't get his with any obstacle
              Competition - When a player is ahead of the other players
              Anger - When a player gets hit with so much obstacles
             Aggressiveness - Having to go back a course. 





Game Rules:
                  1.  To begin the game, each player rolls a die. Highest goes first, clockwise rotation follows.
                  2.  When a player lands on a black hole, the player rolls again and goes in the reverse direction.
                  3.  When player lands on space station, they enter space station.
                  4.  While present in the space station, the player(s) are immune to black holes.
                  5.  While present in the space station, the player can choose to place a new temporary black hole, or roll to exit.  The exit point corresponds to the die value rolled.  The value of the black hole is double the roll of die.
                  6.  When landing on black hole gun, the player can choose to place a black hole and send a player or group of players back, or use the gun on himself.  Using the gun on himself gives the player another turn.
                  7.  When landing on pirates, your next turn is skipped.
                  8.  When landing on hyperspace, you move again the amount shown on the die.
                  9.  When landing on alien pirates, you move in the reverse direction 3 times the amount shown on the die.
                  10.  If a player gets black holed while on pirates, they gain back their turn but have to roll the die to see how many spaces to go in the reverse direction.
                  11.  When landing on hyperspace and the player is moving in the reverse direction, no effect is shown.
                  12.  All subsequent actions that result from a player must be performed immediately.
                  13.  First person to cross the start line wins. 
                  14.  Players can go in a reverse direction from the start, and they must still perform a full cycle to win.
                 
Changes Made:
                  1.  Can go backwards from the start.
                  2.  When black-hole'ed on pirates you get your turn back.
                  3.  No effect on a negative hyperspace.
                  4.  Use black hole on yourself to gain a turn.
                  5.  All black holes impact all players on the square.
                  6.  Changed the black hole cannon to allow players to launch at other players.
                  7.  Changed the black hole cannon to now deal double value on die.


Assignment




 Assignment

(Munoz-Avilla)Turn based strategy is the early strategy of game where players takes turn to play; examples are the chess, the battle for Normandy (1982), Nato Division Commander (1985), etc. Turn based strategy is now known as the real time strategy which requires no turn between players but often refer to as harvest, build, destroy during game play in real time. The real time strategy genre has become so large and diverse; first began to run on computers with the use of the mouse and the keyboard during game play. The real time strategy in the 1989 began to run on the Sega Genesis and computers with the introduction of Apple and Microsoft computers but nowadays this genre can be run on most consoles. The Real Time Strategy genre initially evolved separately in the United Kingdom, Japan and North America, afterward generally merging into the worldwide tradition.

Stonker, Mega-Lo-Mania and Hersog Zwerei were fuel for the imagination of the early real time strategy developer. Dune 2 was the spark that ignited them; developers of the real time strategy took the idea of Dune 2 blueprint and greatly expanded it by adding much new concepts to the real time strategy genre. The real time strategy genre underwent a series of rapid innovators and improvements to the original formula that really took the simplistic of Dune 2 template and redevelop to accommodate more advance and more realistic games; example War craft with the beginning of the real time strategy genre emphasis on making combat. Command and conquer treated fans with a taste of modern war craft to a style of cinematic and engrossing game play. Age of Empire took players on a journey through time and allowed them to wage war throughout human and many more are some greatest real time strategy genre released and some of the old ones real time strategy games are still played today.

The gameplay for all the games mentioned above generally consist of a player being positioned somewhere on or off the map with a few units, buildings and also the capability of building other units or buildings often but specific structures to unlock or request the player to build army to eliminate enemies who posses the building or unit. The task of a player must perform to succeed at a real time strategy can be very demanding and complex, user interfaces have evolved to cope with the challenges. Some features have been borrowed from desktop environments for example the technique of clicking and dragging to select all units under a given area.

            (Crash, 1984) Stonker was one on the first real time strategy games developed by Imagine Software, published by Imagine Software and released in 1993. Stonker is a very old game, which was released for a platform known as 48K ZX spectrum, 48K, which simply means 48 kilobytes the amount of memory in the version of the ZX spectrum. Spectrum is a small keyword unit that can be hooked to a television. The game uses tapes, which become the most dominant storage medium for games until Nintendo Entertainment system. The game incorporate real time strategy element and the most important was the introduction of a very basic counter system. The game play of stonker is that Armor beats Artillery, which beat infantry, which in turn beat Armor and then forms a combat system. The game doesn’t require a player to position unit on a map or spend time purchasing unit or assets, in stonker all the unit are set up at the beginning of the game an also contains one map to play. First, each play begins with a delivery of port and secondly, there is a river with a bridge spanning it the divides the map into two. During game play the ship docks at the port at regular intervals to deposit resources. Player are given four supply trucks each to transport these supplies to their twelve combat units, if supplies is not received the player dies. The goal of his game is to capture enemy port. This is very simple but in reality during game play it is made difficult. Stonker game is highly flawed game and would not entertain many today’s real time strategy fans but it nonetheless set the precedent of a strategy game-taking place in real time.

(Moony, 2008) Age of Empire was one of the first real time strategy games developed by Ensemble studios, published by Microsoft, released on the October 26, 1997 and used the 2D game engine. The same engine was later used for Age of Empire 2 with the help of Big Hugh Games and Robot Entertainment developers. Age of Empire was the first game to introduce the idea of Age: in that players must advance in Age to further the military and economy. The game contains four Ages

1.      The stone age which only villagers and basic infantry are available
2.      The tool age, which unit such as arches and club men
3.      The Bronze Age, which chariots and basic siege unit are found.
4.      The Iron Age, where everything from war elephants to juggernaut warship and phalanxes can be found.
Age advancement cost more for resources to research, but also unlocks more powerful upgrades and units.  The basic gather unit in Age of Empire is the villager. The villager is a unit that can primarily gather resources but also build structure, resources namely food, wood, stones and gold.

Age of Empires was one of the first real time strategy games to use the concept of the Town Center. At the beginning of each game, player’s start with a handful of villagers and a Town Center, this produces more villagers and researches upgrades in Ages. The Town Center supports four populations, and in order to create more units, villagers must construct houses. Villagers can also construct military buildings, including the Barracks, Archery Range, Stable, and the Siege Workshop.  Walls and Towers can be constructed to fortify a player's base or create a defensive outpost. Economy buildings, such as farms, are also available to enhance economic production. Certain buildings, such as the government center allows for researching technologies.

Age of Empires was truly a pioneer in unit development, technology, and resource gathering. It brought a new level of complexity to the previously simple and predictable real time strategy genre. The game is considered one of the founding titles of real time strategy genre, along with other great games such as war craft and command and conquers. It simply was and still is one of the most complete and expansive real time strategy games ever created. 

(Nubbe, 1993)Mega-Lo-Mania developed by Sensible software, published by Virgin Interactive and released in 1991. Mega-Lo-Mania (MLM) was originally released as a "god simulation". Mega-Lo-Mania was released on different platforms; the original Amiga version was published by Image Works in 1991, in the United Kingdom, Germany and Italy. The Atari ST version released the same year in the United Kingdom and Australia. A MS-DOS version was ported by Audio Visual Magic Ltd. and published by Ubisoft in 1992 in the United States, United Kingdom, Germany, Italy and France. Virgin Interactive published the Sega Genesis in the United States in 1992. Imagineer published the Sharp X68000 version in Japan and the SNES version in 1993 in France, Germany, United Kingdom and Japan. This game was also known for the Sega Genesis as Tyrants: Fight through time in the United States.

Mega-Lo-Mania has a pretty simple storyline a new world is formed, and four rival gods fight for power over it. These gods are Scarlet (Red), Oberon (Yellow), Caesar (Green) and Madcap (Blue). They are not different factions, but share the same technologies called designs, structures, and units. One unique feature in Mega-Lo-Mania is that each map called islands and divided into different sectors. An island can have a maximum of sixteen sectors, but most only have a few. On each sector a player can build a castle, which is the main building. It is necessary to build a castle before you can build anything else or discover designs in that sector. The castle is automatically built by moving units to an empty sector. The time required to build the castle depends on the number of units that are working on it. You can move units between sectors, but you can't micromanage them within a sector.

The Mega –Lo-Mania world consists of 28 islands, and your goal is to conquer all of them during ten epochs’ three islands in each of the nine first epochs, and one in the final epoch. The epoch determines the starting technology level for a castle, and the highest possible tech level. When a castle discovers a certain number of designs it will reach a new tech level. This means that all the buildings in the sector get increased armor, designs get discovered faster and, for certain epochs, more buildings become available. These buildings are the factory, which is used to build the more complex weapons and the laboratory.



Bibliography

Crash. (1984). Crash Readers Awards, 143.

Moony. (2008). Age of Empire.

Munoz-Avilla, H. (n.d.). gamespot. Retrieved 09 10, 2013, from www.gamepot.com.

Nubbe. (1993). Mega-Lo-Mania.














Monday, August 5, 2013

Week two (2)

A.G.E Framework

Summer games for Atari 2600



Summer games for Atari 2600 are one of the earliest examples of the platform game genre. It was the first platform games to feature jumping, swimming, shooting and gymnastics. The player needs to jump over hurdles, swim, shooting and gymnastics. The main purpose of this game is coming out with the best time, meanwhile he can score from finishing scree with the best time  
The important things regarding Summer games
  1. The core mechanic/ Action : jumping shooting, swimming and gymnastics
  2. Hoe is it interactive :The player need to jump over hurdles , swim, shoot
  3. The concept of this game is basically sport
  4. Goal of this game is to make the player feels Pride when he comes up with the best time while giving fun feeling when he plays the game.
  5. The challenge in this game is how fast the player performs.

 

Sport







ACTION

                Running - Jumping over hurdles
                                 Moving from left to right
                Swimming
                               swim from left to right and right to left
                                Relay swimming

GAME PLAY


                 Beat the time

                Set a best time record

EXPERIENCE


              Joy

              Excitement
              Competition
              Anger
             Aggressiveness