Saturday, October 16, 2010

chapter 4 book work Question 2

Character descriptions
Winston salinger: A tall relatively slender man that is very intelligent  but not very wise his quest for the truth he experiments with unknown devices haphazard and it  often ends badly for him he would not be accustomed to combat aside from his tussles on the playground in his youth so most melee would be clumsy. He is moderately fast but he is partially limited on account of his limp he got from a run in with a bear trap.
George : A college of Mr. Salinger not necessarily a field man but none the less a reliable man with any task you give him. You would not be able to control the allie, but you could assign him tasks more often than not he's off the field he's the one you contact to send in biological creatures created by you. He also has a major in advanced engineering so if there is a machine that needs fixing he's the man to contact. Has extreme motor skills and can handle himself in combat in many cases better than Winston.
Armed Assassin : Hired guns who's employer remains unknown trained by various military groups before turning rouge so skill level varies often remains out of sight and tries to take out their opponent with as little reaction from a crowd as possible. when attacked directly they will stand and fight but will prefer to run and gain a good vantage point to take you out. They are very robotic in there reactions and are covered in advanced stealth armor, it seems their employer didn't simply supply them with money. Showin how much they want you dead.

Chapter 3 book work question 2

If I were to design a movement system for my game being designed in my head the context sensitive actions would be based on a button press and less upon the distance from an object. Aside from the necessary actions of opening a door and picking up an object. My characters movements would be based on the state of motion he is in he would not be able to long jump or flip on account of his injured leg, but he will perform a tackle move to bust open doors wich he would use a lot in the beginning of the game  where he is helpless and has know weapon and must run. The use of his weapons would be accessed not from a menu but from the arrangements of weapons on his back to make it fluid and you'll always see the menu.

GameMechanics Examined

I felt that the article raised an interesting and what I believe to be all to true to an extent. How that too many gameplay mechanics would overcomplicate the game for the players. Once again game design returns to the acronym KISS: Keep, It, Simple, Stupid. This applies that the less gameplay elements there are the easier it is for the player to pick up and play and understand. It's also more likely that the mechanics will appear cohesive and more identifiable to the game. If those few game mechanics are done well and all apply to each other  to create the feel of the game for the player and enjoy it.

chalk game analysis

1.I found this game to be very enjoyable to play because of its unique spin gameplay elements of the implementation of of chalk in a "kirby and the canvas curse"or a "Max and the magic marker" style. However the learning curve can be considered rather steep especially if you only have a sub optimal mouse in your possession. As with my first attempt I tried to play with my mac's touchpad and got my butt kicked. Even then it requires fast reflexes and exceptional dexterity. Difficulty aside It was enjoyable to reach the end of the level and have a sense of accomplishment.
2.The games replay value is moderate because of its' main gameplay mechanic of drawing to battle enemies, clear obstacles, and solve puzzles often all at the same time. I feel that if this game was ported to the DS (like many other internet games) and would sell fairly well. As log as the game's controls were slightly improved as I fund it slightly difficult to master.
3.The game was entirely gameplay driven as there is no story to be found with no explanation of your main goal. Aside from the obvious goal of making it to the end of the level and since the stage is constantly in motion thats not hard to figure out there is no dialog in the game and no explanation of the character or the creature she follows, I can't even tell you what her name is. As it goes for most internet games you don't play them for an in depth story you play them for a distraction through entertaining and captivating gameplay.
4. The game devotes its' art style to the theme of a chalk board to the main game play. It does this through a limited and simplistic color sceme the colors it used where white,yellow,green,blue,purple,and red on a black backdrop. As if the game was taking place on a chalk board with a small assortment of colored chalk. I my opinion The game could of used a more prevalent chalk texture. The music didn't stick out for me in part that the music didn't sound very unique, and also how distracted you are while playing it. However one sound effect I enjoyed was when you clicked down it made a sound of a piece of chalk hitting a chalk board this one sound effect contribute drastically to the the whole style of the game.
5.The games controls was where it it got very good scores in my opinion the you control your character through the simple WASD key setup. However the game's main element was that at any time you could click your mouse on the screen and draw a line. The game felt smooth to play for the most part. drawing the line had trouble on some occasions. From the scrolling environment to the scores, health and bosses it  felt like an arcade game with a twist.
6. One feature I really enjoyed was how the use of a line of chalk to interact with the game level. Obstacles could only be eliminated by drawing a line over all points on that obstacle. Enemies in the game shoot at you and you defeat them through drawing a line from the bullet to the enemy to deal damage. There's more but implementing these at faced paced succession and sometimes at the same time is where the real challenge comes from and for the most part it's enjoyable.
7. The mechanic that I would change would have to be that the time to draw the chalk line would be extended because on several occasions the I couldn't complete the line to destroy an obstacle and the line ran short because I really couldn't  control the chalk as well as I should have. If this change was made it would not change much but it would make many attempts more successful. This would not be an issue if this was ported to the DS.
8. My Score of this game is 7 out of 10 because it was a unique game with a arcade scroller theme where you didn't simply use a lazer to kill your opponent. It lost points however  because it needed a small amount of refinement so that the line you draw responds almost all the time. Also the skill level is difficult to master if you havent learned to draw with your mouse. All in all a fun game that you'll probably revisit once or twice for the challenge.

Genre Vs Type

I agree with the statement of this topic almost all games have a story either in game or on the manual and it can be simple and complex and is usually separate from the game play. Game type deals with how the game works,plays and what skills are required to play the game and play it well. while game type deals solely with how the story is told, what setting it takes, and what happens within it.  Both elements seem to influence each other in retrospect in any games. for example a game was made without a story but already has a game type, a story could be made to better fit that gameplay type. It can work in the opposite way as mostly seen in movie games where game type is added to best fit the story and how it is told.

Saturday, October 9, 2010

Potzee Rules

# of Players: 4-6
Requirements: 5 dice per player, 1 cup per player, and paper and pencil
Goal:  to obtain 20 points before the other players
Setup: Each player starts with 10 points when a round begins Each player puts 2 dice in their cup and shake them and place the cup with dice inside down on the table. then each player rolls 2 more dice this time for all to see from these they must decide from the dice they rolled either to Stay in or back out, those who stay in roll the final die and from those you decide the winner, the winner gets one point per player that lost, if all but one back out the one that stays in automatically gets 3 points

Dice combinations:
Doubles - two matching dice, higher face values beat lower
Triples- three matching dice, beats doubles
Straight- 5 dice faces count up in sequential pattern Ex: (1,2,3,4,5)  beats Triples and lower
Full house- one double and one triple(Ex: 2,2,3,3,3) beats Straight and lower
Four of a kind- 4 matching dice beats Full house and lower
Five of a kind- all dice match, beats all other combinations