Puzzle review
Principles of a puzzle
- Make the Goal Easily Understood
- Make It Easy to Get Started
- Give a Sense of Progress
- Give a Sense of Solvability
- Increase Difficulty Gradually
- Parallelism Lets the Player Rest
- Pyramid Structure Extends Interest
- Hints Extend Interest
- Give the Answer!
- Perceptual Shifts are a Double-Edged Sword
The following principles can take a long way of using them to design a puzzle. Puzzle can add a meaningful mental dimension to any game.
Tuesday, September 24, 2013
Monday, September 23, 2013
Week 9
Puzzle design
Inspiration
- Logic Puzzle using a chess board
- Mathematical puzzle
- Picture puzzle such as sliding puzzle like the fifteen puzzle
- Word puzzle such such as anagram, crosswords, word searches and cipher
Simplification
-
Design Specification
- Grid
- Move by shading a grid with a number selected to create a path to the exit
- Goals is to make sure the shaded portion create a path to the exit, if not the player lose.
Construction Set
- Game design was a tweak from the suduko game.
- Level design by adding more grid and more number to make it complex
- Players advance to next level by finishing the previous level.
Levels
- There are three levels to this game, beginners, intermediate and advance.
Sequence
- Linear
- Zigzag
- Semi-linear
Testing
- By running it in iteration on every stage
Presentation
- The game is presented on a paper with the instruction, the rule and how to play.
Rules
- Solving the oath to the exit can be rather tricky, by the rules of the game are quite simple.
The puzzle is a grid of four by four for beginners and twenty four by twenty-four for advance level.
- The objective of this game is, there is random numbers from 1 to 9 in random cells where a player has to pick any number and shade the cell according to the number selected.
- Solving the puzzle does not require knowledge of mathematics, simple logic suffices. Several digits have randomly been entered based on that to create a path to exit.
- A good puzzle has many number of solutions.
Thursday, September 19, 2013
Week 8
Save the Princess Squirrel
The game map consist of location namely, every area is used to define a level that literally physically, coexists among multiple levels in that the player progress from one level on to other simply by using the game physics.
Locations
1. Fire
2. Ocean
3. Squirrel
4. Woodland
5 Ice
6. Swamp
Despite coexisting spatially each area present its own rewards and challenges. Access to areas is often designed to require learning and progression gained from other areas. An area that serves as the only direct access to journey on to save the princess.
Game Type: Race to rescue the princess squirrel, you have to beat the enemy at the end before you get to the princess. You also have to pick up items and build up your stats to beat the boss
Map Type: While walking through forest squirrels can attack you. When entering building and tunnels things can also attack you. But in the builds and the tunnels there are also weapons that the player can pick up. The game map is a way to easily describe a possible scenario / map where a player navigate to rescue the princess. According to the specific context and purpose of the session or part of the map various game modalities and rules can then be created.
Movement : Dice roll times movement speed
In certain location certain monster will attack you. For example in the fire location the fire squirrel can attack you
There is a DM to control the game but can only follow game rule and not the changes the rule
Stats:
ATK
Health
Speed
Starting class: Everyone starts with OATK, 10H OS
Adding to health +5
Adding to speed ATK +2
Player gets to add twice
Example player 1: 2ATK
10H
1S
Objects: Dagger + 1ATK
Bronze Sword : 2ATK
Rune Sword : 5ATK
Health Position : Restore all Health
Nike Shoes : + 4SPD
Enemies: Ocean Squirrel : 1ATK , 10H = 1 point
Fire Squirrel : 4ATK, 40H = 4 point
Swamp squirrel : 2ATK, 20H = 2 points
Ice Squirrel: 5ATK, 50H = 5 points
Woodlands Squirrel : 1ATK, 10H = 1 point
Big Enemy Squirrel : 10ATK, 20H
Every time a player takes his turn within area there is a certain chance that he will attacked
Fire : 1- 6
Woodland : 1- 4
Ocean: 1- 4
Ice : 1 - 6
Squirrel : 1- 4
Swamp: 1- 4, dice roll
Player get to pick in clockwise where to start
Fountains give you health and you get health by the amount you roll
The princess is in the middle of the map but the player has to go through the hard parts of the map to get there first and there is a enemy there that player has to kill which is really op. So if the player has not got enough items or levels he will not last long.
Monday, September 9, 2013
Week 7
The final battle of Adoph Squirrel
Intro : A group of warriors are attacking Adolf Squirrels main castle, there goal is to kill him and free all the slaves, but you need a special weapon to
kill him, the weapon will glow red.
When moving rooms : 1-3 nothing, 4 squirrels on roids attack,5 you find some ale, you find a candle.
Outside, protecting the entrance:
You see a large wall which blocks your path. On the wall reads the words:
The key exists inside your head
Use the key to paint me red
but beware of what you spurn
for what was taken shall be returned.
The party can get blood from anywhere, but the wall must be painted with blood. From wherever the blood
was taken, that creature appears and the party must fight. If was taken from some villager, a villager must be fought.
The door opens afterwards.
Room 1 : A group of 10 squirrels attack you, they are standing under a very large chandelier, if one of you hit the rope that is holding it up
it will do a lot of damage to the squirrels.
Room 2: The door to the next room has a riddle on it. It has to be solved in order for the door to open. The riddle is: "What is hairy, has a
tail and is a nazi?" Adolf Squirrels is the answer.
room 3: On one side of the room you see a large, mysterious door.
Above the door reads the words: "The password is Squirrel".
Every time someone says "squirrel" a random enemy attack and/or a trap is triggered.
The key is to get the door to say "squirrel". Inside this room, you find the an oversized acorn. It appears to be glowing.
room 4: You see Adolph squirrel seating on his mighty throne with 10 armoured squirrels standing around him. The only way to get to him is to kill
all the squirrels first, remember the Adolph squirrel can only be damaged by the player holding the acorn. This acorn can be passed around.
The player holding the acorn takes significantly less damage from Adolf Squirrels. The acorn prevents damage from mini squirrels.
room 5: There is a bunch of chests, loot and other rewards.
On the walls there are paintings and other artwork of 4 massive, destructive squirrels. The players are to assume it's just some false-gods.
Upon further inspection, it turns out Adolph squirrels was tasked to keep these titan squirrels from rising. He can't do that anymore, as he's dead.
Oh snap.
Adolf squirrel : health = 20 amour = 10 damage = 5
Abilities: Has the ability to temporally disable the magic acorn, and damage the player holding it (encourages players to pass it around).
At 25% health, he pumps himself full of nazi roids, taking half damage and dealing double damage from here on out.
At any time, can spawn mini squirrels which attack and die after 2 (or X many) rounds.
squirrel: health = 10 amour = 0 damage = 2
Intro : A group of warriors are attacking Adolf Squirrels main castle, there goal is to kill him and free all the slaves, but you need a special weapon to
kill him, the weapon will glow red.
When moving rooms : 1-3 nothing, 4 squirrels on roids attack,5 you find some ale, you find a candle.
Outside, protecting the entrance:
You see a large wall which blocks your path. On the wall reads the words:
The key exists inside your head
Use the key to paint me red
but beware of what you spurn
for what was taken shall be returned.
The party can get blood from anywhere, but the wall must be painted with blood. From wherever the blood
was taken, that creature appears and the party must fight. If was taken from some villager, a villager must be fought.
The door opens afterwards.
Room 1 : A group of 10 squirrels attack you, they are standing under a very large chandelier, if one of you hit the rope that is holding it up
it will do a lot of damage to the squirrels.
Room 2: The door to the next room has a riddle on it. It has to be solved in order for the door to open. The riddle is: "What is hairy, has a
tail and is a nazi?" Adolf Squirrels is the answer.
room 3: On one side of the room you see a large, mysterious door.
Above the door reads the words: "The password is Squirrel".
Every time someone says "squirrel" a random enemy attack and/or a trap is triggered.
The key is to get the door to say "squirrel". Inside this room, you find the an oversized acorn. It appears to be glowing.
room 4: You see Adolph squirrel seating on his mighty throne with 10 armoured squirrels standing around him. The only way to get to him is to kill
all the squirrels first, remember the Adolph squirrel can only be damaged by the player holding the acorn. This acorn can be passed around.
The player holding the acorn takes significantly less damage from Adolf Squirrels. The acorn prevents damage from mini squirrels.
room 5: There is a bunch of chests, loot and other rewards.
On the walls there are paintings and other artwork of 4 massive, destructive squirrels. The players are to assume it's just some false-gods.
Upon further inspection, it turns out Adolph squirrels was tasked to keep these titan squirrels from rising. He can't do that anymore, as he's dead.
Oh snap.
Adolf squirrel : health = 20 amour = 10 damage = 5
Abilities: Has the ability to temporally disable the magic acorn, and damage the player holding it (encourages players to pass it around).
At 25% health, he pumps himself full of nazi roids, taking half damage and dealing double damage from here on out.
At any time, can spawn mini squirrels which attack and die after 2 (or X many) rounds.
squirrel: health = 10 amour = 0 damage = 2
Monday, September 2, 2013
Week 6 Workshop review.
Week 6 Review
1. Playing the game on the paper was really boring and mostly we had to come up with our own ideas on how to make it out pass a room.
2. I was a little bit of interaction with a player on what to do.
3. The dice roll made it a bit fun.
4. But at the end our ideas made has have a successful end of the game
1. Playing the game on the paper was really boring and mostly we had to come up with our own ideas on how to make it out pass a room.
2. I was a little bit of interaction with a player on what to do.
3. The dice roll made it a bit fun.
4. But at the end our ideas made has have a successful end of the game
Week 6 (Six)
BONEMARCH 592 CY
SPIES
BUNKERCLUB55
1 8 orcs are checking the crates of a dozen wagons, any fight in here will attract orcs from room 2. The Main door can be opened with no noises (SUB DC 15)
2 3 orcs are drinking looted dwarven ale.
3 3 skeletons, the fight will attract spies from room 4 after 3 rounds, and the master spy from room 5 after 5 rounds.
4 3 Human spies are relaxing in this room.
5 Master Spy (3HD) from Eastfair is writing a report for his lord, he will hide the report before taking part in the fight in room 3. A box contains 3D6 x100 gp
6 Many broken crates.
7 2 wolves, after 3 rounds the orcs from room 8 will add to the fight.
8 6 orcs are cooking an halfling stew.
9 12 orcs, this serves as main barrack, a fight in here will attract orcs from room 8 after 3 rounds and from room 11 after 5 rounds.
10 3D6 human slaves (1HD) and 2D6 dwarves (1HD) are chained to the wall.
11 The Orc Chief (3HD orc) and his Advisor (2HD orc) are planning a new raid. The loot is in
here, 5D6 x100 gp in mundane items/goods and 2D6 x100 gp in coins.
12 Empty, no one knows the secret passage.
13 The scout of the marauders, a bugbear, will try to escape or negotiate if cornered.
14 The shaman and his 2 skeletons, he has already cast on himself Armor, he will cast Sleep as first choice.
15 Grobth the ogre, he will never leave this room cos he fears someone will steal his treasure.
Encounters: roll 2D6 everytime the PCs leave a room or when you think it’s needed. 2-8 no encounter, 9-10 1D6 orcs, 11 Jull, 12 Orc Shaman and 2 skeletons. Jull and the orc Shaman are
unique creatures, if encountered again roll 1D6 orcs.
Bugbear, Jull (NE)
3HD +9 (18 hp) AC 17, Morningstar +5 (1d8+2) or
javelin +3 (1d6+2); 5D6 x10 gp,
Human Spy, Evin (N)
3HD +3 (12hp) AC 12, Sword +3 (1D6); 5D6x10 gp
Human Spy (N)
1HD +3 (6 hp) AC 12, Sword +1 (1D6); 5D6x10 gp
Ogre, Grobth (CE)
4HD +12 (24 hp) AC 16, Greatclub +8 (2d6+4) or
javelin +4 (1d8+4); 2D6 x100 gp; 12 barrels of
dwarven ale (30 gp each)
Orc Chief, Hoorz (CE)
3HD +3 (12hp) AC 14, Falchion +5 (2d4+1) or javelin
+5 (1d6+1); 5D6 x10 gp
Orc, Advisor (NE)
2HD +3 (9 hp) AC 13, Falchion +3 (2d4) or javelin
+2(1d6); 5D6 x10 gp, 1 vial of poison (DC15, 1D6
Body 2D6 hours)
Orc (CE)
1HD +3 (6 hp) AC 13, Falchion +2 (2d4) or javelin +1
(1d6); 2D6 x10 gp
Orc Shaman (CE)
4HD +3 (15 hp) AC 11 (15), Staff +2 (1D8); can cast
1
st lvl Arcane spells; 5D6 x10 gp, 1 pot. of Healing
Skeleton (N)
1HD +4 (7hp) AC 13, 2x claws +1 (1D4). (immune to
pierce, ½ damage from slash)
Wolf (N)
2HD +6 (12hp) AC 14, bite +3 (1D6+1)
GAME PLAY
Character Sheet NB: Using same character from last week's workshop
Name : Eff
Class/Level : MAge
Race: Elves
Gender: Male
Height 5.9
Weight : 62
Hair Color : Black
Eye Color Brown
1. Roll a dice of 4 or above to kill all the orcs/ the orcs takes away your health depending on the number displayed on the dice below 4 and we made our way to room 2, then rolled the dice again to get out of room
2. Now we roll a dice of 4 to start drinking the dwarven ale or the orcs takes away from you. Then roll a dice again to kill the orcs once you have finish drinking.
3. Make your way to room 13 roll a dice of 5 or more to escape if not the scout of the marauders and bugbear will take of your health. if successful make your way to room 14
4. Now in room 14, room a dice of 5 or more to take the shaman and his 2 skeletons for your Armour and then roll a dice again 5 or more to make your way to room15.
5. Now in room 15, roll a dice of 4 or more to kill Grobth and take away the treasure.
6. Now in room 4 Burn the room but rolling a dice of 5 or more and make your way to room 6
7. Now in room 6, roll of dice of 3 or more to look the hidden treasure in the broken crates
8. Now in room 7, kill the wolves by rolling a dice of 5 or more if not successful the orcs from room 8 will come and kill you and another player has to roll a dice of 6 or more to give you health back.
9. Now in 5, Roll a dice or 3 or more and make you way with the letter and steal the box.
10. Now in room 10, roll dice or 5 or more and burn the room 10.
11. In room listen to the Orc chief and the advisor of the next plan, make your way to room 12
GAME OVER.
SPIES
BUNKERCLUB55
1 8 orcs are checking the crates of a dozen wagons, any fight in here will attract orcs from room 2. The Main door can be opened with no noises (SUB DC 15)
2 3 orcs are drinking looted dwarven ale.
3 3 skeletons, the fight will attract spies from room 4 after 3 rounds, and the master spy from room 5 after 5 rounds.
4 3 Human spies are relaxing in this room.
5 Master Spy (3HD) from Eastfair is writing a report for his lord, he will hide the report before taking part in the fight in room 3. A box contains 3D6 x100 gp
6 Many broken crates.
7 2 wolves, after 3 rounds the orcs from room 8 will add to the fight.
8 6 orcs are cooking an halfling stew.
9 12 orcs, this serves as main barrack, a fight in here will attract orcs from room 8 after 3 rounds and from room 11 after 5 rounds.
10 3D6 human slaves (1HD) and 2D6 dwarves (1HD) are chained to the wall.
11 The Orc Chief (3HD orc) and his Advisor (2HD orc) are planning a new raid. The loot is in
here, 5D6 x100 gp in mundane items/goods and 2D6 x100 gp in coins.
12 Empty, no one knows the secret passage.
13 The scout of the marauders, a bugbear, will try to escape or negotiate if cornered.
14 The shaman and his 2 skeletons, he has already cast on himself Armor, he will cast Sleep as first choice.
15 Grobth the ogre, he will never leave this room cos he fears someone will steal his treasure.
Encounters: roll 2D6 everytime the PCs leave a room or when you think it’s needed. 2-8 no encounter, 9-10 1D6 orcs, 11 Jull, 12 Orc Shaman and 2 skeletons. Jull and the orc Shaman are
unique creatures, if encountered again roll 1D6 orcs.
Bugbear, Jull (NE)
3HD +9 (18 hp) AC 17, Morningstar +5 (1d8+2) or
javelin +3 (1d6+2); 5D6 x10 gp,
Human Spy, Evin (N)
3HD +3 (12hp) AC 12, Sword +3 (1D6); 5D6x10 gp
Human Spy (N)
1HD +3 (6 hp) AC 12, Sword +1 (1D6); 5D6x10 gp
Ogre, Grobth (CE)
4HD +12 (24 hp) AC 16, Greatclub +8 (2d6+4) or
javelin +4 (1d8+4); 2D6 x100 gp; 12 barrels of
dwarven ale (30 gp each)
Orc Chief, Hoorz (CE)
3HD +3 (12hp) AC 14, Falchion +5 (2d4+1) or javelin
+5 (1d6+1); 5D6 x10 gp
Orc, Advisor (NE)
2HD +3 (9 hp) AC 13, Falchion +3 (2d4) or javelin
+2(1d6); 5D6 x10 gp, 1 vial of poison (DC15, 1D6
Body 2D6 hours)
Orc (CE)
1HD +3 (6 hp) AC 13, Falchion +2 (2d4) or javelin +1
(1d6); 2D6 x10 gp
Orc Shaman (CE)
4HD +3 (15 hp) AC 11 (15), Staff +2 (1D8); can cast
1
st lvl Arcane spells; 5D6 x10 gp, 1 pot. of Healing
Skeleton (N)
1HD +4 (7hp) AC 13, 2x claws +1 (1D4). (immune to
pierce, ½ damage from slash)
Wolf (N)
2HD +6 (12hp) AC 14, bite +3 (1D6+1)
GAME PLAY
Name : Eff
Class/Level : MAge
Race: Elves
Gender: Male
Height 5.9
Weight : 62
Hair Color : Black
Eye Color Brown
1. Roll a dice of 4 or above to kill all the orcs/ the orcs takes away your health depending on the number displayed on the dice below 4 and we made our way to room 2, then rolled the dice again to get out of room
2. Now we roll a dice of 4 to start drinking the dwarven ale or the orcs takes away from you. Then roll a dice again to kill the orcs once you have finish drinking.
3. Make your way to room 13 roll a dice of 5 or more to escape if not the scout of the marauders and bugbear will take of your health. if successful make your way to room 14
4. Now in room 14, room a dice of 5 or more to take the shaman and his 2 skeletons for your Armour and then roll a dice again 5 or more to make your way to room15.
5. Now in room 15, roll a dice of 4 or more to kill Grobth and take away the treasure.
6. Now in room 4 Burn the room but rolling a dice of 5 or more and make your way to room 6
7. Now in room 6, roll of dice of 3 or more to look the hidden treasure in the broken crates
8. Now in room 7, kill the wolves by rolling a dice of 5 or more if not successful the orcs from room 8 will come and kill you and another player has to roll a dice of 6 or more to give you health back.
9. Now in 5, Roll a dice or 3 or more and make you way with the letter and steal the box.
10. Now in room 10, roll dice or 5 or more and burn the room 10.
11. In room listen to the Orc chief and the advisor of the next plan, make your way to room 12
GAME OVER.
Subscribe to:
Posts (Atom)




