CAGD 170 Video Game Design

Postmortem Unit 3

 DND Reference 


This last Unit 3 Postmodern was a challenging project I have somewhat accomplished in this course. I again was a partner with someone else, but it was difficult to talk with the lack of communication. Not because this course was virtual but because both of us had two different schedules. Although it was difficult at times, we made it work to somewhat perfection. I was in group ten with John M., separate from the previous units. The game I created with my partner was out of the ordinary I would never imagine it. The title of the game is Traveler, and it's a role-playing fantasy game, but with a different format from the original, with a limit of three characters, the player has to choose from. The board is divided into three distinct realms describing the character's role. Hero, neutral (average mortal human), and villain are the only options the player(s) get to choose. When all the players reach, the finish line will result in the winner based upon the maximum points of either category of a hero or villain. I believe we're targeting teens and young adults by how this game resembles another game in mind of DND role-playing strategy; as I mentioned before, we're only struggling with the lack of communication in constructing the rule sheet. The reason we went along with my partner's pitch of the game made me more overwhelmed. I'll try to reach out to the process of what my partner attended to visualize his idea, but I'll get a late response on the day it is due. As I mentioned to my partner, I cannot work or be in contact after 7 pm because I have to work in the morning. I don't deserve to be treated as an outsider when I try to contribute. When I added another system to be included in the game, my partner was displeased because I didn't reach out with the new add-in. It drove me crazy, but we worked it through, eventually not being present when needed. I cannot imagine another different outcome, but it works. The only thing I would have changed for the development process in the future is not letting myself second-guess why I didn't mention my version of a game, to begin with, and I believe it would be easier and well earned.
Board


Cards

Characters

Playtest Unit 3

This final project was revolutionary to us as a choice of what we as upcoming game designers or leaders within this industry. The whole classmates had to construct a pitch of ideas for a new form of a prototype board game and see if others agreed and become or form a group to begin the process of the game. Each group presented their version dedicated in Rule Sheet 3, which needed to be posted on the discussion board for others to playtest.
I randomly picked up a Rule Sheet to playtest, and I was mesmerized by how the format seemed clear and organized. The game designers the rule sheet I picked from group 8, which I wasn't expecting; it was fun. By reading the procedure, this particular game is played as a player v player because it involves targeting and defeating another player who stands last wins; it reminds me of Battleship but different format. The objective is simple to understand as a previous player standing wins and especially under the time limit it provides in each turn is extended and overjoyed. The rules were understandable and accessible to each player's competence; the gameplay overrules the limitation can do throughout game time. I didn't have any others to express the joy and fun it became while playtesting for the first time. The only conflict I have encountered in this game is a currency system and the range to use. In other words, this rule sheet is top-notch so far.

Postmortem Unit 2




My final Postmortem Unit 2 was a rollercoaster wreck at first. I was in Group number 8, and our name is or was Wildcat Devs. We, as a group, started by gathering ideas and relatable based on the genre, theme, and age restriction as to the main focus. Our genre was based on Advergame; we thought it was an adventure at first glance, but no. Although it wasn't what we expected to be out of track relating to the genre, it came all together by it associated with a famous television kid-young adult cartoon series. Considering the theme based on Marshmallow, we decided to go towards Adventure Time. We agreed that each person's role should be divided from the Rule Sheet, yet the only problem was a lack of communication outside of class.
For this reason, our first playtest was off from the other group. We were missing the rules, player motive, card action, and making the game under the time limit because we made the whole rectangular virtual version of aboard. After lacking the materials and fundamentals we were missing, we backtracked and fixed our Rule Sheet as organized and straightforwardly as possible without second-guessing what you understand. By the second playtest, it went smoothly, but something was missing. The players want more enemies, weapons, and actions because we only thought of the side of the main story from the original storyline. Although we were considering adding more, we thought it was pleasing and functional for the time being. By the end, we were pleas with the final results on both the board and the Rule Sheet, which I couldn't do without my partner.

Playtest 1 Unit 2

Within this post, I'll be referring to a prototype board game based on the functions and mentality it delivers. In Unit 2, we start with a need concept of another way of constructing or creating a different version of a game idea based on the category of board games. A board game is basically a physical prototype of learning the foundation, structure, formalities, and the refinement of delivery of a concept of an upcoming future game. It's fun and exciting to develop the game process and playtest others as consideration for ideas for future references. For example, I played a trivial game based on the planets of our solar system as being informative and a very great learning experience for newcomers. You may need the urge to use your brain cells and be able to be competitive with another player. While seemingly playing along the playtest from another group game, my team needed to create an advergame based on Marshmallow. Going with the Marshmallow as the theme, we thought it would be better to create another version of Adventure Time because it has the concept and design behind the piece. It's fun and very motivated by doing the unexpected of thinking outside of the box by adding its own idea of fun and endurance. This is still a working process but continues to make our game better than before.

Postmortem Unit 1

Group 12
The Solitair mod game design was the first great experience except for future projects. This mod wasn't as epic; I anticipated the ending conclusions. It seems out of curiosity which it did without having any research or brainstorming for the process of this mod. This mod is intended for ages ten and up because it's as simple as it can be impacted the knowledge and have a great memorize puzzle game. It a very intelligent, and it keeps the player focused without any distraction and keeps the player motivated throughout the day. I have experienced this fascinating feeling while playing along before starting any stressful intellectual assignments or any in particular.
In conclusion, it wasn't as easy as it seemed with multiple obstacles and the dilemma it caused throughout the rule sheet and the playtest observation process. Both seem complicated and challenging without starting with a rough draft or brainstorming mentality. Lately, it was a surprise not to be organized, but it was different because I was working with a partner who helped gladly. "Two heads are better than one" is a phrase I use for these pacific projects or assignments; asking for help never hurts anyone. I am glad this mod became more than I anticipated by the results. 

Rule Sheet

Section 2 Unit 1 Group 12
I wouldn't even imagine constructing a rule sheet based upon one of the first-ever basic card games, Solitaire. Being one of the developers contributing to this group project was the absolute best of constructing something I had never had before. I had multiple ideas and could not find the proper form by looking and shuffling both cards. And it hit me with the idea of contributing unique cards into crossover within a single-player game. Who could ever think of using up to 104 cards at once and the amounts of times to complete the game? from its original time limit of 15 minutes, it took me almost an hour and 30 minutes to complete it. I was so focused that I forgot the objectives and rules I distributed within Rule Sheet 1v.1. I had a blast creating the rule sheet, but not as much playing the game. I was confused and lost while remembering how the Uno cards could function. In the same way as the standard form of Ace, 10, J, Q, and K. I had to keep the rule sheet right next to me to remember the card function of using Skip, Reverse, Plus Two, and Plus Four. 
When I created the rule sheet, it was fascinating and appealing. It made me feel accomplished and energized by my creativity by just coming up with the idea out of my imagination. I wanted to experience a game while playing Solitaire with an arrangement of new rules and procedures, adding your own score record by being excellent and fast. I wanted to contribute the points of encouragement for the players to feel appreciated with a straightforward win card game. The rearrangement of adding the UNO cards was a part of the statistic plan by manipulating the intellectual memory of playing the original game into another as a crossover motive. By adding the dice to have a random chance to change the process of the game by making the player use their head to single out the possibilities in what to move first. Although it seems possible to play, it didn't by my experience of losing track of time, points, and the usage of the four jockers. While constructing the rule sheet 1v2, I had to conduct deleting or erase the progression of any references of the time, points, or score and the usage of the jockers. My partner had a great idea by contributing the jockers as a trigger to swap the direction of what deck of cards to play as the reverse card from UNO. I never thought of using that method, but it helped while playing for the second time around. I hope someday someone can appreciate the game as it was attended to be played.


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