CAGD 170 Video Game Design


Unit 3
Game: Jewels
Group 3
Team name: Double Jewel

Going on to our third project, the requirement is very similar with Unit two. Again, the game is between two players. This time, the only difference is we have the choice to pick whatever topic of genre interests us and our targeted audience, instead of being restricted to one under each category.

Second/Updated Prototype
Our targeted audience is focused around "Competitors" and the "Collector" types, with an ideal range of 15 to 18-year olds of any sex. Our competition includes games such as Catan for its similar target audience and player base~
Throughout the course of development, we had two game concepts in mind. The name of the first game concept we made is called Big Chungus. The objective of this game is to collect a certain amount of carrot pieces on a constantly moving board while being chased by Big Chungus. Issues that halted our progress was we didn't know how to implement the "Big Chungus" piece chasing the players and we thought the map layout was too linear. Players repeatedly looped around the same ten tiles in a straight horizontal line, ultimately making it seem like players are constrained into the same area.
During the play testing session for our first prototype, some feedback we took into account was that our game needed more strategy involved around collecting carrots on the board. The whole concept of collecting carrots then moving tiles on top of the map was too much of rinse and repeat. In the end of the day, we found many flaws of our game and decided to change things up, such as implement more player mobility and have players critically think about their decisions.

For our second game concept, we made a new objective and reworked the map mechanic compared to the first. The second game concept is named Jewels and the picture shown above is the updated version of  our second prototype; we were unable to take photos of the drawn out prototype. The objective is for players to collect gems scattered in the map above. The player is determined victorious after collecting all four gems. The new map mechanic plays however the player chooses, as long as the brown squares on the tile align with the tile squares adjacent to it. On each map tile there are black squares, players may not move onto these spaces and only move on the brown spaces. Players can only move up to two spaces onto any permissible square. However, if a player lands on their opponents square in their turn, they may steal the opponent's gem.
First prototype
On our second play testing session, we play tested the drawn out prototype (not the updated) and found valuable feedback to further improve to quality of our game. We play tested a total of three groups. The feedback information we got was mostly positive from the change and no major game breaking problems. Though there were some areas that needed minor adjustments. First, more clarity in the rule sheet. Players were often confused on the direction they are to move in the map. The maps require more appealing variety to each space along with more play restrictions. Overall, our second game concept was a step up from our first, but there are problems that clearly require some tweaking. Though we found potential mechanics for further improvement in game play that allow for more critical thinking between player decisions. We hope to apply more strategic game play onto our updated version in the future.

Unit 2
Game: Food Pantry
Image result for food playing card game
     For our second project, we were assigned to make our own board game by following the Board game constraints in Blackboard. I was assigned to group 14 and was required to make a strategy type board game themed around Food for elementary children. For our second game project, we decided to name our game, "Food Pantry". Our game is designed to gather popular types of food from a kitchen and place them in a hotpot. The objective is to collect required ingredients needed to make a recipe. Our game is similar to "Uno" as players are to collect and match cards to progress through the game. The winner is decided if they make three recipes. 




     Problems we encountered in the development process was the fact we had to make a strategy game focused around elementary children. We had to find a way to make it simple and not too complex for young players to understand. Time management was also a problem my group had. We lacked communication and coordination with some ideas that made things a little more complicated.



Unit 1
Game: Eight of Eight (Solitaire Mod)
     Hi, my name is Alexander Celeste and I am in group three section three in CAGD 170. Solitaire is a various card game normally played by one player. Its objective is to use up all cards by arranging and forming appropriate sequences. In this class, we are assigned to come up with a mod for Solitaire. Me and my group mate Travis came up with a mod named, "Eight of Eight".
     The objective of our mod is to use all cards into eight piles in one column, while having two suits; one ascending (ace to eight) and one descending (king to six). Each pile should be alternating in colors (red,black,red,black) and one must draw three cards then choose the third card (this counts as one move).
Our target audience is simply for the Achiever type minded people, or those who enjoy the satisfaction of completing challenging card games.




The set up/Gameplay

Before the game is played, the play testers must set up and understand how the game is played. The time it took to set up from both play testers was a little longer than expected. It took some time for both play testers to understand the setup, which was understandable considering our mod took some fundamental ideas off of the original solitaire while adding new obstacles. Both play testers had different understandings and behaviors of the game on the get go.

My first play tester (left picture P.1) mostly used the original game's setup as he rushed through. He was confused on how to make a suit of descending and ascending pile and drew the cards one by one instead of drawing three in one move. Gray stacked some piles with matching colors and some alternating. Eventually, he caught on his mistakes towards the end of the game as he reread the rule sheet.

While as my second play tester (right picture P.2) had a broader understanding on setting up the game. P.2 occasionally asked questions and problem solved through the process of setting up. P.2 followed through the format correctly along with alternating cards. Play tester 2's game play was going through well until he stumbled upon the drawing card phase. This was the first main problem encountered for this mod. As P.2 was drawing through the cards, he had almost no luck with making moves by picking the third card per draw, resulting in very few moves to no moves at all. This was definitely game breaking and frustrating to observe as the game was almost going nowhere with plenty of cards in play.    

              
                Play tester 1
  Play tester 2

Aftermath Analysis

There were many expected and unexpected problems that occurred while observing
the play testers for our Solitaire mod.
Before listing out problems that occurred in the play testing, there were many solutions beforehand that could have prevented this outcome.

Time management was one major factor for declining contribution into the project. I believe if I had more time forming ideas and play testing our mod, there would've been less problems in play.
Another factor in an improved play testing is communication. I believe there was a lack of communication on who handles what role that lead to some confusion. A more clear confirmations on communication would certainly be beneficial in a smoother play test.

Problems encountered
Setup
A more presentable rule sheet/procedures- more organized rule sheet with bullet points
and more pictures to follow through.
Defined terminology- a clearer understanding of unfamiliar words.

Game play
Shuffling- seems to be limited and needs adjustment.
Core objective- I feel like the main objective is vague in terms of not functional.
This needs to be changed Further play testing is necessary.

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