Games Design Notes

Week 1: Introduction to games and game design

We were tasked on making our own card game from a normal set of cards. Our card game has a lot of bluffs involved in it, as it is the system that move the game forward. Now this game could played with up to 6 people with 7 starting cards each person, and how the game ends is the first one who loses all the cards is the loser of the match and to choose the winner is the one who has the most cards.
 So how does this works is players take turns on deciding what type/number of cards to put, from here you get 2 choices be honest if you don’t have the same type of card and don’t get any card in the next turn or bluff by putting any cards you have in your deck and get one card from the stack, but be careful though if someone caught you bluffing and call you out then remains the same you cannot take a card from the stack in the end of the turn, but if he got it wrong then the one who call you out is the one who doesn’t get a card in the end of the turn. But what drives this game faster and more fun is the joker card, the joker card is the wild card of the game the “friendship breaker” card if you may, how this card work is the same like the normal mechanic the only difference is you can either gain or lost 3 cards in a callout, making it the more risky for all the player.
Below I have placed the game we made into simple foundations of game design.

  • ·         The objective is to gain the most cards in the game and make the other player lost their first
  • ·         The challenge Is whether to risk bluffing or calling out someone.
  • ·         The reward is Gaining a surplus of cards
  • ·         The element of choice is when you either decided to bluff or not.
  • ·         The luck occurs when the player has joker in his deck, the same type of card that the player has, the card you choose to take from another player and so much more
  • ·         The strategy involves choosing which cards to put down and when to bluff

Week 2
In today’s lecture we learn about the Agile and Scrum. Agile is a method on doing a planning of a group project, and scrum is the subset of agile a framework if you may. Back before this method was invented “waterfall” system was the main go to.
In a game design when doing asset and gameplay elements they have 3 priorities

  • P1 is a must have like the character, terrain, exit/checkpoint, Boss, Rewards, etc
  • P2 Supports the p1 its kinda important but you can still leave it (60/40) and good to have like obstacle like barrels/boxes, pickups such as coins or elixir, and minions.
  • P3 is nice to have such as decorations, dialogues, and every small details.

Comments

  1. You can also reflect P1 as important task to be done that defines the gameplay and mechanics.

    ReplyDelete

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