CAGD 170

 CAGD 170

Video Game Design 

Group 17 - "Solo Sort "

The Game Solo Sort brings enjoyment to the players of the card game bringing new twists to solitaire. Solo Sort makes players chose a card before they place because of its differences in the game then the original. 











Our target audience includes casual gamers and puzzle enthusiasts who enjoy strategy and problem-solving. This game particularly appeals to Explorer Players: Those who like to discover new mechanics and adapt their strategies. Achievement Hunters: Players motivated by goals and rewards, eager to master the game. The interaction pattern is primarily solo, allowing players to engage at their own pace while also offering opportunities for sharing strategies and accomplishments within gaming communities.

Solo Sort captivates players by introducing fresh mechanics and variations to a familiar format. The use of jokers as wild cards adds an element of unpredictability and strategic depth. Players can engage in thoughtful planning while also embracing the thrill of chance, making each game feel unique.

                                                                            


The development of our Rule Sheet was iterative, starting with a basic outline of rules and evolving through multiple rounds of playtesting. We focused on making it so that people were able to read our rule sheet as clearly as possible, but in the beginning, we didn’t make it hard for people to understand and then kept updating it so that the people playing were able to play the game without any confusion. The second thing that we worked on was adding pictures to the rule sheet so when they read the new rule, we can see what the rule looks like in play and also photos in general to see what's going on during playing solitaire. A big help during the whole process was the feedback from the other students because without their help then we wouldn’t have known what to fix or add to the rule sheet. Feedback is key for the creative process to let us know what we are missing to keep our rule sheet up to line like everyone else's.

    

A challenge during the whole process was the early drafts of the Rule Sheet were unclear, resulting in misunderstandings during playtesting. People that read our rule sheets wouldn’t have known what to do because we lacked information in the beginning; only experienced players were able to play with the new rules. The new players would read our rule sheet and not know where to start only knew the new rules that we added. We had to make sure that the rules can be played while playtesting while also being able to complete the game without any problems. We had to change one of our rules because of that problem that would make the game impossible to play so we changed it up to let the player get unstuck and finish.

The solutions to all of our challenges were added to our rule sheet by the feedback from the classmates. The feedback we receive helped us as a group receive more ideas on what goes on while making a rule sheet. Every critique that we got we let those comments enter our rule sheet and we fixed the problem of what went wrong each time. We will group up after class to talk and playtest each time to see if we understood the game due to the fact we didn't know how to play the game until now.

What I'll change with my development in the future is letting myself get critiqued right off the bat to see if what I have is almost there or nowhere close to being done. I’ll start brainstorming the day I'm assigned something to have some idea on how I want to approach the assignment and have an outline ready so I can fill it out later.


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