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.
Part Two
Group Number: 14 Farmer Duel
Farmer Duel is a competitive strategy game where two players assume the roles of rival farmers vying to maximize their profits by planting and harvesting vegetables. Players navigate different soil types, manage their resources, and compete to earn more money than their opponent within ten turns.Farmer Duel appeals primarily to strategy game enthusiasts and casual gamers alike. The game is designed for players who enjoy planning and resource management, making it suitable for those who identify as "Achievers" and "Explorers." The player interaction pattern fosters direct competition, with a mix of cooperation through shared resources and competition for the best planting strategies. While it can be enjoyed by a range of ages, the game mechanics and strategic depth make it ideal for teens and adults who appreciate strategic gameplay.
Throughout the design process, we faced several challenges. One significant issue was balancing the game mechanics to ensure that neither player had an overwhelming advantage. This required several iterations of the vegetable pricing and planting rules. Additionally, we encountered difficulties in communicating the rules succinctly, leading to confusion during playtests. Task completion within the group was also a concern; while some members excelled in gameplay mechanics, others struggled with the documentation aspect, leading to delays in finalizing the rule sheet.
To address these issues, we implemented a division of labor that played to each member's strengths. We paired those who were skilled in gameplay design with those who excelled in documentation, fostering collaboration and knowledge sharing. Regular check-ins helped keep everyone accountable and ensured that tasks were completed on schedule. For gameplay-related challenges, we tested various configurations of soil types and vegetable cards to find a balanced approach, leading to the final rules we established.
Reflecting on the development process, one change I would implement in future projects is to incorporate more structured playtesting sessions earlier in the development phase. Early feedback would help identify potential issues before they become entrenched in the design. Additionally, setting clear milestones and deadlines for each stage of development would improve task completion rates and enhance overall group collaboration. By prioritizing communication and establishing clear roles, we could streamline the process, leading to a more polished final product.'
Summoner’s Battle – A Game of Strategy and Sacrifice
Group Number: 3
Game Summary: Summoner’s Battle is a two-player strategy card game where the objective is to reduce your opponent’s Hit Points (HP) to zero. Players assemble their decks of 20 cards and use their creatures, spells, and sacrifices to gain an advantage in combat. With careful resource management and strategic planning, players battle for supremacy, controlling the flow of the game through their decisions and tactical moves.
Target Audience: This game primarily appeals to strategic thinkers and competitive players who enjoy games that require a blend of long-term planning and tactical execution. The target audience includes players who appreciate deep strategic gameplay with elements of resource management and complex decision-making. This game is designed for individuals who enjoy playing against others in a competitive environment, focusing on both individual skill and interaction between players. The interaction pattern is predominantly competitive, where players directly affect each other’s gameplay through attacks, defenses, and resource manipulation.
How Does Your Game Appeal to Your Target Audience? Summoner’s Battle appeals to its target audience by offering a deep and evolving gameplay experience. The game's focus on strategy, deck building, and resource management ensures that players will need to carefully think through each move, balancing offense and defense, as well as managing their health and mana. With the added complexity of sacrifices, card abilities, and various card types, the game requires players to adapt to their opponent’s moves, making each match unique. The game’s competitive nature, where both players directly impact each other’s progress, keeps the gameplay engaging and mentally stimulating. Additionally, the game offers a high level of replay ability due to the variety of cards, deck strategies.
Iteration Process for Rule Sheet Development: Throughout the development of the rule sheet, we followed a structured process of creating, testing, and refining the gameplay. Initially, the rule sheet contained broad concepts for card play, but we soon realized that the rules needed greater clarity in areas like mana management, attacking, and defense mechanics. During testing, it became evident that the sacrifice mechanic and mana cost system required further balancing to ensure that no player had an overwhelming advantage due to an unbalanced card pool or deck strategy. We iterated by refining these mechanics and clarifying the wording of the rules, making them easier for players to follow. We also added a section explaining status conditions like "paralyze" and "evade," which initially caused confusion. After several rounds of playtesting and feedback, the rule sheet became more user-friendly, ensuring that players could focus on strategy rather than the mechanics.
Problems Encountered in the Iterative Design Process: One significant issue during the iteration process was determining the appropriate level of card power and balance. Initially, some cards felt too overpowered, which led to unbalanced gameplay where certain strategies dominated. To address this, we adjusted the card abilities, ensuring that no single card or combo could easily overwhelm the opponent. Another challenge was the proper definition of the phases in gameplay. Players struggled with the flow of the battle phase and managing the turn sequence. To fix this, we provided more detailed explanations of each step in the rules, emphasizing the order of operations during a turn. Additionally, we faced some difficulties with task completion within the group, particularly in terms of organizing playtesting sessions and ensuring timely feedback. This occasionally delayed the refinement of the rule sheet, but we addressed it by setting clearer deadlines and communicating more effectively.
Task Completion and Project Management: While the overall task completion was generally smooth, there were moments where certain aspects of the development process fell behind schedule. For instance, creating the printable card components took longer than anticipated due to the detailed artwork and text that needed to be included on each card. This delay had a knock-on effect on playtesting, as we could not conduct as many rounds of gameplay with a full set of cards. To resolve this, we adjusted the project timeline and focused on refining the rules with temporary card proxies. We also ensured that roles and responsibilities were clearly divided among the group members, with one person focusing on card design and another handling rule development, to streamline our process. As a result, we were able to overcome the delays and keep the project moving forward.
Solutions to Task Completion Issues: To tackle task completion issues, we implemented a better management system for playtesting and rule refinement. We set up weekly meetings to discuss progress and potential roadblocks, ensuring that each group member could provide input and keep each other accountable. We also utilized online tools to track the development of both the rules and the game components, allowing us to better organize our time and resources. These steps helped improve the efficiency of our workflow, ensuring that we met deadlines without compromising the quality of our game design.
What Would You Change About Your Development Process Going Forward? If given the opportunity to revisit the development process, we would start with a more detailed project plan, outlining specific milestones and deadlines. This would allow us to allocate time more effectively and avoid potential bottlenecks in production. Additionally, we would seek earlier and more frequent feedback from external play testers to identify potential issues before they become larger problems. By refining the communication and feedback loop from the outset, we could streamline the design process and enhance the final product’s balance and playability.
In conclusion, Summoner’s Battle is a competitive, strategy-focused card game that challenges players to think critically and manage their resources wisely. The iterative design process, while not without its challenges, ultimately led to a refined and engaging gameplay experience that will appeal to players who enjoy complex, interactive games.
Comments
Post a Comment