Saturday, 28 September 2013

Deadline Day

We were not able to finish the layout on the board, we werent able to design other terrain suck as trees, bushes and rocks which restricted movement through the map which created the game to be more strategic in movement.
We called the game Clan Wars, at the end of the week this is how our game looked.
Everything was developed and finished except from the board because of our limited time.
But at the end of the project i thought our game was entertaining despite the fact that it was curved and had a few faults such as the squares and unstable squares.
We created questionnaires for people to determine how fun our game was and people actually enjoyed it, they did say we needed to improve on our baird but for an e=average we scored 8.2/10.  

Creating our board game

In week 2 we started creating our game it is a 100x60cm board, the objective of the game is to capture and defend strongholds to obtain points, the first team to gain 300 points wins the game. To capture strongholds you need to be in 1 square radius for 1 turn. To capture an occupied stronghold you need to be in a 1 square radius for 2 turns. Each team has 4 players and you can select from four different types of characters such as; Tank, Bruiser, Hunter and the Leader.
The turns are based on teams, they are called team turns, in a team turn every character on their team gets to take a turn. The movement is determined by the roll of the dice and whatever has been rolled is the amount of squares you will move.
In the attacking phase you have a hit chance which is depended on the weapon choice you have at that certain time and depended on the roll such as a 1-4 you will hit and 5-6 will miss.
There is also a damage multiplier which increases your attack depending on the roll 1-2= isn't a multiply in damage, 3-4=2x damage, 5-6=3x damage.
There are pick up points in the game, if you land on a pick up point you are obliged to take a card from the shuffled random deck, items consist of, weapons, health and ammunition.
When you die on the battlefield you return to the beginning and wait until your next turn.

Creating Our Character Model

By the end of the first week we must have created our models using a molding putty/clay called green stuff which was a major pain because it could get sticky and solidify quite quickly.
Here is my design path...

Firstly made my head for my character, it didn't look very feminine but it was my first time modelling and i thought I did quite well, carving the features was long winded but very fun.

After the face, I designed the hair to go on the head which didn't take a large amount of time but it was entertaining to do and design how her hair would flow and sit onto the models head.

After the head, I created a female looking body which took the most of my time this week because of the feminine detail such as the breasts, Hips and legs etc.
After the body, I created the footwear which was fairly hard because of creating the detail on such a small 'feature' and then attach them on to the body which ruined my first few pairs of feet but I finally was able to connect them without damaging my small footwear.
After the footwear, I created the coat, this was done quickly and easily but I made it too thick and you couldn't see the detail i put into the body, it covered the feminine look.
After the coat, I created the arms to connect to the whole model, I created them last because if I put the arms on at the start it would cause a problem because attaching the coat would be a harder job and would have took me longer then it should.
Finally, this was my finalized model after hard work trying to create 'green stuff things' this is what my model looked like.


Friday, 27 September 2013

continuing on with the project

Further in the week, we were told to research randomizers to use in our game.
Randomizers are necessary because it gives the game a different feel every time and the game will be a unknown win or lose situation.
Randomizers are commonly die's they can range from 6-20 sides and most likely can go higher which are used by most games.
Our group decided on using 3 6 sided die for both teams and will determine movement through a number of squares from 1-6, hit chance for example, a pistol type of weapon pick up you will need to roll a 2+ to hit with this weapon but if its a better weapon for example a mini-gun would be a 1-3 for a hit.
We were going to use a 10 sided die to give it a entertaining way and can vary a lot better then a 6 sided die. Unfortunately it would create the game a lot longer then usual because of the hit chance roll would have to be changed again and become quicker paced to kill enemies.


Induction Project

So this is my first day back at college and our personal tutor introduced us to our new project.
Before hand we were told to create a character in a post apocalyptic story which links in with what we have to do now. We have to use our character designs to create a model out of 'green stuff' which is a type of modelling putty or clay .Afterwards we have to get ourselves in groups and create a game where our models will be put in use.

After the brief, we were introduced to a word called 'ludology', Drew (our personal tutor) spoke about the word and told us that it meant the study of games, about how they work, how they are designed, actions and events that happen in the game. We were sent off to go and research about the designs and how games work. 

2D Game
In our groups we were told to research how we could use randomness and uncertainty in our game.
We decided we would have a 6 sided die to move, a 6 sided dice die to determine the hit chance of an attack such as landing on a 1-3 would be a miss or 4-6 would be a hit and a die that determined a critical hit chance which would multiply damage either by 2 or 3.
We also added pick up points into our game which picked up a random card at the top of a deck which would create the uncertainty to the game and you could either pick up a weapon, health or ammunition.