Friday, 21 October 2011
Game Layout Chart -- Bejeweled Live Main Menu
A Layout Chart isn't just for the menus-- flowcharts can be used for many aspects of the game and are an easy way to lay things out, so they're clear to read and understand.
Wednesday, 19 October 2011
19/10/11 GAME SPACES Concept -- WAKE -- First room rough script
[Look around]
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You wake in a murky room. The floor beneath you is soft, but smells sour and is greasy against your face. You try to move your arms, but you can't-- tight material holds your arms wrapped around your body. You take as deep breaths as you can, coming back around. With a grunt, you manage to sit up and observe your surroundings, head throbbing. It's a padded cell. How in the world did you end up here? What... is even your name?
..... ?
You don't remember.
You are in a padded room. It is murky, with a single [LIGHTBULB] swinging overhead-- it is close to going out. There is a closed [DOOR], about three metres away. A [PORTHOLE] is behind you-- you tilt your head back to see it.
What do you do?
Door:
>Look >Open >Talk
L: It's a door.
O: It opens.
T: "Really, now, talking to the scenery?"
Porthole:
>Look >Open >Talk
L: Dim light is filtering in, seemingly from floodlights above. It's too dark to see much more, but rain is beating the circular window. It is bolted tightly into place.
O: You cannot open it, it is bolted tight.
T: "Hmm... Even if you could open it, you surely couldn't fit."
Lightbulb:
>Look >Touch >Talk
L: A single, sparse lightbulb. It sways, like a flickering pendulum.
T: It is far too high to reach. You can't move your arms... what in the..?
T: ". . ."
>>The door is now open.
12/10/11 Playtest -- Overview
Gangs of Manhattan
+ Good choice of setting.
+ Good concept- liked the setup of gangs and context.
+ Building territory, good strategy element. Offence/Defence mechanic.
- Startup was slow- how does the game begin? Rules were very unclear and incomplete. Lots of assumptions had to be made as play went on.
- Lots of number crunching. Focus on money, not enough money to make full amount. Numbers didn't add up, not possible to make 1mil in 30 turns.
- Map and Rules were poorly optimised. Lots of place names were missing, required knowledge of the setting in order to make sense of the map and how one moved.
Hunt
+ Engrossing, engaging and damn good fun. Built good sense of friendly competition.
+ Well-paced.
+ Clear goals to gun for.
- Could have done with a list of animals. Dolphin and shark in forest? Is it a rabbit, squirrel, chameleon or a wolf?
- Trap system was poorly-worded.
- Coordinates were confusing. Why was a d6 used when a d8 or d10 could have been used? One side of the board had all the traps.
Who Let the Dogs Out ... Of Hell?
+ Interesting, original concept.
+ That it can be over in several rolls makes for fast pace.
+ High pressure on the escapee builds an atmosphere of urgency.
- Ridiculously unorganised. Missing game pieces (1d6, arrow die) and rules. Had to make a lot of assumptions and take liberties with rules.
- Turned into a 'cheating game'. Who could out-cheat who, in order to win?
- A board game so unfairly skewed in favour of one character/class is unbalanced and unfair. Why play a game you cannot win? No skill is involved, just random numbers, making playing the escapee highly frustrating.
ASTEROIDS -- An Analysis
Never played this classic? Give it a shot over here!
So, what is there to say about it? On the surface and at first glance, there isn't really too much to say, right? 'Alex!', I hear you cry. 'It's just a load of white lines and 'boopboopboopboop' music, some pew pew pew and stuff blowing up!' You're not entirely wrong, but damn it, there's more to it than meets the eye!
What is a Game? What is Play?
GAME
- An activity with rules
- Structured
- Involves defined rules and a goal
- Decision-Making
PLAY
- Not-so-structured
- Free
- Spontaneous
- For its own sake
