GAME STUDIES

25/04/2024 - 30/07/2024 (Week 1 - Week 15)
Lee Wing Kie 0364251
Game Studies - Final Compilation



GROUP MEMBER INTRODUCTION

 Kong Cai Yi 0363862
Assigned Tasks

- Developed PowerPoint slides with Zhao Yi
- Assigned tasks to each group member and ensured all tasks were kept up-to-date and on track





Lee Wing Kie 0364251
Assigned Tasks

- Develop and organize the information in e-portfolio









Tan Zhao Yi 0363285
Assigned Tasks

- Developed PowerPoint slides with Cai Yi
- Editing presentation video








Zhao GuanMei 0363166
Assigned Tasks

- Draw and design the cards needed for the project.










Bryan Lok Yi-Jie 0360389
Assigned Tasks

    Presenters in the proposal presentation.
    - Write all the drafts and ideas in Google Docs.










INSTRUCTIONS





Progress in the class

Week 1
No progress, Dr. Charles at China.

Week 2 - Project Briefing
We were briefed on our group project and formed a group. In the end, our group consisted of five members there are Cai Yi, Zhao Yi, Guan Mei, Wing Kie and Bryan. We named our group 'Infinity'.

Week 3 - Ideation
We brainstormed several ideas for Project 1, including combining existing games and changing them into new ones.

Week 4 - Ideation & Planning
We continue to develop and finalize our ideas, planning the entire game, including how to conduct it and its rules.

Week 5 - Presentation
In week 5, we need to record a presentation video of our proposal. No physical class this week.

Week 9 - Prototype Design & Beta Playtest
Group Discussion

Week 12 - Beta Playtest
Group Discussion and playtest

Week 13 - Compiling Playtest Analysis & Discussion final presentation
Group Discussion and playtest



Fig 1.1 Proposal presentation slides

Video link of the proposal presentation video: https://youtu.be/sLIoGPbHJ-c

Fig 1.2 Infinity Proposal Presentation video

Fig 1.3 Presentation Video edited in CapCut


Project 1 Proposal

For Project 1, our game is inspired by "Saboteur". In week 3, we came up with our first idea. In week 4, we tested the "Saboteur" game. Our new game is more complete this week.

Idea of week 3

Setup 
At least 3 players are needed to play, with one player secretly designated as the spy.
- The game board consists of multiple levels, with each level representing a stage of the treasure hunt.
- Each level has a designated starting point and an end point where the clue is revealed.
- The treasure is only revealed at the final level.

Gameplay
- Players take turns moving along the paths of each level towards the end point.
- The spy's objective is to prevent other players from reaching the end point.
- Players may encounter obstacles or challenges along the way, such as traps set by the spy or environmental hazards.

Clue Mechanics
- At the end point of each level, a clue is revealed. This clue could be a hint towards the location of the treasure or the identity of the spy.
- The clue could be in the form of a riddle, a cryptic message, or a visual symbol.

Spy Mechanics
- The spy's identity is hidden from other players.
- The spy can subtly sabotage other players' progress without revealing their identity.
- The spy's objective is to delay or mislead other players to prevent them from reaching the end point and discovering the treasure.

Endgame
- The game concludes when players reach the final level and uncover the treasure.
- If the spy successfully prevents the other players from reaching the treasure in a time limit, they win. Otherwise, the players collectively win.

Storyline

In the ambiguous darkness of the far future, in a galaxy far, far away.

It is the year 2561, humanity has invented space travel and countless other technological marvels. Reaching for the stars, colonizing countless star systems in their inexorable conquest for galactic dominance. An extremely rare and coveted crystal known simply
as “Infinity” acts as the sole fuel source for FTL travel. It is the only resource of its kind, paramount to allowing humankind to slingshot themselves as a civilisation in this galactic era. 

Though everything isn’t all sunshine and rainbows, certainly not everyone would be so agreeable in the way Infinity is obtained and distributed would they? Would it not be so much easier to just take whatever you want, from whoever you want, whenever you want? Embarking on an endless epic journey of infinite voyage at one’s whims?

Enter, SPACE PIRATES!

Idea of week 4

Fig 2.1 Playing "Saboteur" try to get more ideas for our game

"Continue the storyline that was planned for week 4"

Board
Map is randomly generated before the start of the game. Map consists of random distribution of celestial bodies in a solar system. Map is randomly generated by drawing from a pool of “celestial bodies”, this may consist of various planets, stars, belts, and more. Every celestial body has different modifiers which impact the way pirates and enforcers interact with the map. Consisting of 3 rows of 8 spaces.


Players
After the board is set, each player shall draw an identity card, of which there are two sorts. The pirate and the enforcers, the pirates play for self-gain, each man for themselves. The guards work together as a team, as a collective, if one guard reaches the goal all the guards win, if a pirate reaches the goal, only that pirate achieves ascendance. After drawing an identity card each player gets the chance to choose their ship token, it will represent their position on the board. Ship tokens are purely cosmetic. After a player has done all this, they may now select 1 upgrade for their ship from a selection of “X” options.

The players interact in the game by playing Action Cards. Action Cards cost energy to play, each player has a max energy of 5 and passively gains 1 energy a turn. The energy gain is affected by various modifiers such as ship upgrades and CB inhabited. 


Ship Tokens

Fig 3.1 Sketch of Ship Tokens

Fig 3.2 Ship Tokens design



Inspirational pieces

Fig 4.1 Torren's legacy


Fig 4.2 Vuxine


Fig 4.3 Kada Veni


Fig 4.4 Arietis


Fig 4.5 Delta Phoeix


Fig 4.6 Epsilon Dragonfly


Fig 4.7 Delta Antioch


Fig 4.8 Tau Aurora

Action Cards
Every Action Card consists of a cost and a power number, the cost is displayed on the top left, while the power is displayed on the top right of the card. Each player stars with 5 random action cards and raws 2 every turn.

Fig 5.1 Reference of action cards

Move cards : 1 cost 1 power, 2 cost 2 power, 3 cost 4 power (Thrust, hyperdrive actuator, Infinity Catalyst)

Shoot cards : 2 cost 1 power, 3 cost 2 power (Lascannon decimation)
Draw cards: 1 cost 3 power
Gravity Tether: 2 cost 1 power, 3 cost 2 power
Deflect cards : 1 cost 1 power  (Vraxx Field Deflection) (Menggei Particle Insinuation (F.A.T.S) (More cards WIP)
Generate energy next turn: 1 cost 2 power

CBs

(“X” denotes value of ship; “C” denotes value of planet) 

(Variables in place to be replaced with actual values)


Black Hole

“Chaos hunts the spark of endless suns, whose light will die in my crushing grasp.”

Ships of thrust value “X<C” skip a turn when reaching this location


Star


Supernova

Stop the players


Blood Sea

“A planet drowned in a sea of blood, the deaths of countless produced this abomination, beware those that lived.”

Ships of Hull strength “X<C” receive “- mod”.


Asteroid field

“Watch out for rocks!”

Hull strength of “X<C” receive “- mod” OR Ships with Point defense unfaltered


Eidolon (planet)

“Often used to perform gravity slings by ships passing through thanks to its high angular momentum and stable weather.

ALL ships “+1 speed modifier” & Ships with enhanced navigator “+1 additional speed modifier”


Malefice (planet) (purple)

(Something evil & Gravity)


Gaia (Forest)

(nature good)


Jotunheim

(frozen wastes)(freezing good/bad?)


Ragnar 

(Dinosaur)


Brewmaster

(Brewmaster vendor)


Fleshpit

(Abhorrent amalgamation of flesh)

“Once a prosperous ecosystem of flora and fauna, all that remains is an abhorrent amalgamation of every lifeform into a disgusting mass of flesh, courtesy of FaultTec experimentation!”


Wormhole 

(Reappear in a random location) (roll 4 dice?)


Pandora’s planet

(draw a mystery card)


Upgrades

Adamantine Tempering (Hull strength +1)

Kyber Catalyst (Passive +1 Damage every time you attack)

Gallum Field (Gain 1 Deflect every turn)

Singularity Engine (Move 1 space for free every 2 turns)



All Cards Design

Fig 6.1 All card design progress in Adobe Illustrator


Action Cards Design Progress

Color Palette link: https://colorhunt.co/palette/fff9d0caf4ffa0deff5ab2ff


Fig 6.2 Color Palette of Action Cards

Fig 6.3 Game card reference - from Pinterest

Fig 6.4 Sketch of Action Cards

Fig 6.5 Action card - Movement card design

Space Map Cards Design Progress
Color Palette link: https://colorhunt.co/palette/294b2950623a789461dbe7c9

Fig 6.6 Color Palette of Space Map Cards

Fig 6.7 Reference of planets - from Pinterest

Fig 6.8 Sketch of Space Map Cards

Fig 6.9 Space Map Cards Design


Energy Bar Design Progress

    Fig 6.10 Color Palette of Energy Bar

Fig 6.11 Sketch of Energy Bar

Fig 6.12 Energy Bar Design

Identity Card Design Progress

Fig 6.13 Color Palette of  Identity Card - Astronaut Helmet

Fig 6.14 Sketch of Identity Card

Fig 6.15 Identity Card Design



Project 2 Tabletop Gameplay

Test Game
During Week 8 (June 16), our group went back to the campus to make all the game cards and test the game for any bugs, fix them, and make the game flow more comfortably.

Fig 7.1 Identity Card Design

Fig 7.2 Move Card Design

Fig 7.3 Deflect Card Design

Fig 7.4 Shoot Card Design

Fig 7.5 Upgrade Card Design

Fig 7.6 Energy Bar Design

Fig 7.7 Mystery Card Design

Fig 7.8 Blank Space Card Design

Fig 7.9 All game cards

The game starts, and we set up our map.

Fig 7.10 Game map


Week 11

In week 11, our group arranged another physical game test to find and fix the bugs in the game. On that day, our group members also invited a few of their friends to come and test the game.

Fig 8.1 Second time testing game

Fig 8.2 Invite friends come to test game

Bug need to fix

General Rules
• Each space card function can only be used once.
• The energy consumed is based on the energy required at the destination.

Asteroid Field
• Shoot card: Can only be used at the shooting planet.
• 3 energy: Can only shoot the 2 grid spaces in front.
• Adds a turn counter.
• Wormhole: Uses 4 dice.

Playtest
• Need a team for guarding.
• Discard gold.
• Shop issues.
• Too many blank spaces – can repeat planet.
• Pirate: +1 starting energy or another advantage.
• 1 turn 2 energy.

Final updated and changes

Mystery Cards:
Move north/south/west/east 1 / 2 spaces
Gain 1 deflect
-1/2 energy
+1/2 energy
-1 Max energy
+1 Max energy

Upgrades:
Adamantine Tempering (Passive +1 power to all gravity tethers)
Kyber Catalyst (Passive +1 Damage every time you attack)
Gallum Field (Gain Permanent Deflect)
Singularity Engine (Move 1 space for free every 2 turns)
Enhanced Reserves (+1 Max Energy)
Bounty’s Harvest (+1 card draw every turn)
Point Defence (Grants point defence modifier)
Electron Charge Pack (Gain 1 free attack of 1 damage every 3 turns)

Vendors:
Every vendor sells 3 upgrade cards, 1 is always a special upgrade exclusive to that specific vendor. The other 2 sold are the normal ambiguous upgrade cards. Cards cost energy to buy.

Gold:
All players passively gain 1 gold every turn, more gold can be stolen by downing other players, as well as acquisition from certain CBs. Pirates obtaining Infinity grants 10 gold, Enforcers obtaining infinity grants 5 gold to each enforcer.



Project 3 Final Iteration

Presentation Slides


Final Rulebook

Fig 9.1 Final Rulebook - Docs

Fig 9.2 Final Rulebook - PDF with elements


Week 15 Presentation Day
During presentation day, Cai Yi printed out all the game cards for use after the presentation.

Fig 9.3 Final game cards design

Fig 9.4 Presentation day - Presenter: Bryan

Presentation judges comment

General feedback:
Board for the planets and extra-terrestrial elements.
Dice roll to dictate movement.

Additional comment:
- Be clear on the guideline. 
- Varies the character (don't use similar character)

Comment for improvement:
- Provide clear guideline.
- Use bigger font.
- Use different color for the character.


FEEDBACK

Week 3
General Feedback: 
First draft of the game idea is good. Continue to think of more ideas and make it more complete.

Week 4
General Feedback: 
Dr. Charles gave us feedback and noted that when we develop our games we need to be careful. He not recommend just improving the existing games. He suggests creating entirely new games that are interesting and stimulating. Dr. Charles happy with our game storyline, but we need to figure out our game structure and consider what can be added.

Week 5
General Feedback: 
No feedback, recording presentation video in this week.

Week 9
General Feedback:
Try to make the game easier for the player to understand, and also conduct more testing.

Week 12
General Feedback:
If possible can try to test the game one more time. If not then can start for the final.


REFLECTION

Experience

My experience with this project was generally quite good. The briefing details of this module given by Dr. Charles were quite clear, and when we faced misunderstandings he also answered on time. The only aspect I struggled with was finding ideas for our proposal because I hadn't played many games previously. At the end, our group members contributed a lot of ideas, Dr. Charles also provided feedback, and everything went well and stayed on track.

Observation
In this project, I observed that in a group sometimes we get a lot of ideas and we only need one idea for the final proposal. So, this is the challenge, how to mix all the ideas together to make the final one. If there are any questions, we need to be asked and solved on time to improve the overall task and work efficiency.

Findings
I found that every game has their own weaknesses or bugs, whether the game is popular or not. That's why games in the market are continually updated to enhance user experience. However, in this project we're working on a board game, which is entirely different from a game application. So, we're trying to create a very good playing and adventure board game, finding and solving any bugs to improve the user experience.

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