- 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
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.
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
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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