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Page history last edited by Hannah Tindal 7 years, 6 months ago

placeholder where they will place the documentation for Rapid Physical Game Design and Programming For Play.


Programming To Play

Project 1


The goal of the game was to get multiple points and collect via the rocket ship. I tried to make multiple barriers around the points in order to make it harder but I added so many scripts and I made it so complicated. It was a great learning experience. I learned about prefabs and added points for players to collect. 




Project 2


Brock was my partner and I was super grateful considering I had never worked with Unity before before the small project before hand (project above). He was super helpful and super patient. We were able to combine his connecting feature with the card and connect it with my spinning obstacles from my rocket game to make it a bit harder for the player to collect. If you are hit by the obstacles the car starts over from the original starting point and you are back to zero.



Project 3

I worked with Julia Jones on this project. Our goal was to make something similar to pong but we wanted to make the ball disappear at random points to make it more of a challenge for the player. We were kind of successful however we weren't able to code the ball to disappear due to the timing. We had a lot of trouble coding the timer as well.

The end result is similar to pong, if you hit the other side then the opposing player gets a point. You have thirty seconds to get at least three points before the game resets itself. Similarly, if a player gets three points the game is over. 


Project 4:





We brainstormed for a bit before deciding we wanted to do something similar to the sandwich stacking game, an old disney channel game online but we wanted to change the ratio to make sure we were able to uphold to the requirements.


We decided to do a game in which a boy is catching stars from the night sky. The story behind the game was the boy needed to collect stars in order to have some light, if the comets get caught in the jar it would be too heavy and would break the jar. Thus, if you caught too many comets the game would be over. 





I worked with Keila and Quincie. This was the first time I was able to do some proper animation and drawing and I was super pumped. I had worked with Quincie prior so I already knew she was going to be fantastic but like Brock, Keila was so nice and patient when trying to explain the coding, bit bucket, and source tree. She was so helpful. 


Rapid Game Design 


Game one: Untitled








Prototype that we went with:
● Goal4:Dropthebeanbagstopinscorrespondingtocolor

(e.g red bean bag goes to red pin) within 5 minutes. ○ Twoplayers(bothcanmove)

■ Oneblindfolded(Seeker)
● Onlyplayerwhocandropthebeanbags ● Cannotseethepinsbeforebeing

● CannottouchTalker

■ Onewhocantalk(Talker)
● DirectstheSeekertopins ● CannottouchSeeker

○ Setting

  • Pinsaresetintheplayarea

  • Beanbagsaresetbeforethestartingarea

  • Seekerstartsbehindthewhiteboard

    ● Seekerputsonblindfoldhere

  • AfterSeekerwearsblindfold,Talkerphysically

    moves the Seeker so that s/he facing the bean

    bags and pins ○ Talkerrollsadie

  • Whatevernumberisrolledisthenumberof words the Talker haveuse for describing where the Seeker can drop the beanbag.

    ● e.g.ifa6isrolled,Talkerhavetosay exactly6 words. No more, no less.

  • AfterSeekerperformsanaction,Talkercan roll again.

  • Talkercannottakebackwords 



Comments: First starting out this was hard because we suddenly had constraints. We eventually figured it out. It wasn't a super great game but it met the requirements and work. It was fun. 


Game two:

Group Members:

Brock Soicher

Stone Fisher

Tommy Benson

Julia Jones

Hannah Tindal

Jeffrey Mutchnik


Zookeeper v. Orcas:



A zookeeper has fallen in the ocra cage and must escape before being killed.


- -

Overview of board.



-Zookeeper must get to the opposite side in three minutes.

-All players must start at one corner.

-Zookeeper can move forward, backward, side to side, can move back previous spaces, stand still, and move diagonally.  Zookeeper cannot swap spaces with Ocra, if they swap, the Zookeeper loses.

-Orcas can only move forward, backward, and side to side but cannot go to most prior previous square. Two orcas are allowed to swap spaces with each other.

-If two Orcas move to same spot, they must play rock, paper, scissors, to determine who is out of the game, therefore limiting down the number of orcas to the zookeeper.

-Zookeeper must get to the opposite side in three minutes.

-Zookeeper counts down from 3 (3,2,1…) then all move.


Play Testing Notes:


  • Clarify “opposite side of the square” so they know to go diagonally across

  • Specify that it is 3 (orcas) v 1 (zookeeper)

  • What does opposite side of board mean? (The opposite diagonal)

  • Might add the rule that people need to point

  • Indication of what the cone means

  • “Each player starts in a different corner”

  • Clearer indication of checkerboard (confusing squares for some players)

    • Using ‘X’s to indicate “other” color square

    • Possibly use string to indicate play space

  • Good asymmetric gameplay

  • Movement is kind of an issue

  • What kind of revisions can be made to the pointing?

    • Felt a little rigid/difficult to manage pointing and moving simultaneously.

    • With everybody moving all at once, how can an honor system be maintained?

      • Maybe everyone moves blind?

    • Movement is a skill in our game that can be improved over multiple playthroughs

  • Point, reconcile, move based turns

  • “As we played, it did start to feel more natural”

  • “Became fun once you could move in the space quickly. It did take a while to get to this point”

    • “Pointing takes away a little fun from the experience because it takes away some of the spontaneity of  the game.”

    • “Pointing might actually weaken an honor system between players”

  • Apparently the grid doesn't make sense (More tape? String?)

  • What if the countdown wasn’t as loose? What if it was more rhythmic, interval based moves.

  • Should there be

a penalty for the orcas going back to the previous space?

    • Get sent back to the cone?

  • Gameplay Tweaks from Playthroughs:

    • Zookeeper going to opposite corner and back

    • Quicker turn intervals

      • Return to their own corner or return to zookeeper corner

    • Time limit

    • Point system

    • Round system

    • Winner becomes zookeeper

      • In a round system players switch/rotate roles : Game variant

    • Cases where Orcas forget to move

    • A fixed interval for the zookeeper? (3...2...1)





Game Three:


Quincy Neele

Hannah Tindal

Stone Fisher 


Game Three:



OBJECT OF THE GAME: Attempt to survive longer than your opponents, as lava takes over the board and your opponents try to block you in with lava.



Using an 6x6 board, 5 players can position themselves on any space to start.


Each turn the player must roll two d6’s. The color of the d6 coordinates to either the top or the left side of the board (blue for top, yellow for left side). The roll determines which space the lava consumes, so the coordinate of # blue by # green will be covered in lava. Mark the spaces covered by lava with a bean bag.


Example: you roll a 6 with the blue die, and a 4 with the green die. Than you would place a bean bag on the blue 6, green 4 coordinate.


After your roll is determined, you are allowed to choose a space to toss a bean bag


Last person alive wins.



Play Testing Notes: 

-Potentially move along the game a bit quicker.

-Potentially make the board smaller or making the rolls faster.

-There is likely not enough bean bags. Use the bands. Would you need a bean bag for every space.

-Game currently seems long, boring and repetitive.

-Game too long.

-The impact of the game play and the game length, maybe thing about 6x6 instead of 8 by 8.

-Static (didnt move much) if theres other words that ruled movement, would that change the gameplay and if so how much. The player needs to move through space more.

-Maybe you have 15 seconds to move, more luck at that point.

-Write a program that would write a code through a computer would take the dice rolling out of it.


·      Make sure to say movement is optional

·      Once a player is out, more rolls starts on the next turn

·      Add more strategy to the game, determine which die determines which coordinate yourself

o   Maybe choose exactly where the lava lands, without hitting a player

·      Kind of monotonous

·      Yes diagonal for overflow, adjacent tiles

·      Cannot step on lava tiles

·      Bigger dice

·      Too much to chance

·     Takes too long to learn the rules

·      Players cannot share same space

·      Ran out of bean bags, need 64

·      If overflow has a chance to kill a player it has to kill that player

·      No diagonal chaining lava

·      Add in randomized code

·     6x6 board instead

·      players moving through space is lacking

o   create more of a rhythm

·      no advantage to a particular location

·      tossing is good, box people in

·      if lava inherently spread

  • Can not throw bean bags on space of player purposely


Throw beanbags to try and block players in.

Keep the chance aspect of it. Roll once and then throw a bean bag.

When people die, just one change, throw the bean bags.

Give the 5 players each a certain number of bean bags.

We’d need 36 bean bags. Six of each color. Give players their color to start with.

Part of the thing was broken by having go to all the way there and grab new bean bags.

Can you kill someone with a toss?



Final Lava Game rules:




     This was the first game where we had a huge roadblock in the creativity process. Before Stone joined our group Quincie and I hit a wall for a really long time. We were so focused on the aspect of allowing all people, including disabled people, to be able to play the the game which is what caused a huge block in the process. We started with a game that involved bowls and foam balls but then we realized it wouldn't work for those who could not walk, or injured, etc. We played around with the idea for awhile but the more we talked about the idea the more frustrated we became. We were sent to go on a walk for fresh air by the professors and it was honestly a life saver. We were able to create the first draft of the game which we originally made on paper, then actually play testing it before realizing the game took forever. Everyone was bored, we were certainly bored. All the critiques were super helpful and we were able to create a quicker version of the game. Quincie was such an amazing partner, (Stone was as well but he came a bit later), but she went above and beyond for this project. She was super helpful and the final rules look incredible. I loved working with her.

*original game we were working on


Game Four:



Collaboration team: Hannah Tindal, Alex Cano McConnell, Ben Efram, Jeremy Salo, Hanna Pardee, Kelia Murata, Tommy Benson


Object of the game:

This is a game for 8 players, two teams of 4 each in a separate space. Each of the 4 players will start in different corners of the play space. The teams will have to work together to retrieve balls of a certain color from the bowl, this color determines what corner you must return to (the corners color is dictated by its cone, which cannot be moved) as well as arrive there with the matching colored ring. (ie by the end of the game your ball, ring, and cone/corner must all be the same color, but not necessarily the same color that you started with)


Set up:

Both teams of four have 5 minutes to set up the opposing team’s obstacles. This includes setting up the string (security lasers) and the location of the bowl of balls (jewel case) within the space, and choosing what rings go in what corner.


Each team will have one NPC runner who is able to return the travel ring, determine whether a player touches the trip wire.



  • The string may only have up to 8 anchor points and may ONLY be attached using tape to the four walls around the space. You may not wrap the string around the tables/walls. The tables/board/walls may not be moved.

  • The bowl of balls must stay within the space and not placed inside any of the rings, but may be placed next to a ring.

  • Each corner must have a cone and a ring (red, blue, green, or yellow. They do not need to match) The movement ring (purple) must be placed by any one of the four corner rings(within stepping distance).

    • See image below


During Play:

  • All four players simultaneously attempt to reach the bowl without knocking it over and grab a ball, then travel to the corner with a cone of the same color as the ball they retrieved.

  • Players may not share rings (Be in the same ring)

  • Players may ONLY have one ball at a time but may hand another player a ball.


  • You are considered standing  “inside a ring” as long as you have two points of contact within your ring (i.e. if a player must put down a hand when traveling through trip wires, they are allowed to do so if they have two points of contact inside their available rings).

  • Players may ONLY move by stepping into the travel ring, and passing the ring they stepped out of to another player (that ring becomes the new travel ring) .

    • At the start of the game the purple ring is the travel ring. There is only one travel ring at a time.

    • The current player with the travel ring steps into that ring and passes their previous ring to another player to allow the next player to move. The previous ring then becomes the new travel ring.  

      • When the player passes the movement ring, players must move to where the ring lands, they cannot adjust its new location.

      • If the movement ring is unreachable, players can recruit the help of one of the NPCs to retrieve the ring and give it back to the original thrower.

    • Players must slide the fifth ring (the Travel Ring) to each other to allow movement through the space (you may slide in any order).

      • When passing the ring, players cannot slide the ring to move themselves and must coordinate with the other three players to move.

      • Players have a choice to either step into the travel ring or they can pass it to another player.

Player Reset

  • If you are caught outside a ring, touching a tripwire, or if you knock over the bowl players must reset the space (this changes based on what you touch).

  • Note: tripwires only triggers when contacted with the body, not loose clothing. NPC runner judges use best judgement

    • If you fall outside your ring or hit one of the tripwires, you must return to the corner you began the game in with your current ring and must return your ball to the bowl.

      • If you knock the bowl over during this kind of reset, it doesn’t count as a full reset for the team.

    • If you knock over the bowl, all players return to their starting corner and must return all the balls to the bowl.

    • If a player has successfully made it to their correct corner with the correct ball and ring, they become immune to these reset conditions.

Win State

  • Once you have a ball and you are in the same colored space, you must be standing in the ring of the SAME COLOR as the ball you are holding. Once all players have met this requirement they have completed the game. The first team to complete their task wins.


This was another game where it was super hard to figure out with the required rules. It was a bit easier because we had a much bigger group so we were able to bounce more ideas off of each other. It still took us about a day to decide what we were going to do. We had an idea based on "Keep talking and don't explode" game. We played around with it for a really long time until realizing it was becoming more complicated than fun. We were all exhausted at this point as well considering midterms had just ended and two of our group members were finishing their e3 game. We eventually played around with the rings and came to a spy-ish laser beam type game which we ended up preferring. Thus, this game came to be. 





Final Game: MingoMangoMongo


Final Game



(A good portion of my documentation is in this doc)




My Part:

I created the game sprites for the game. My goal was to create human warriors but to have as much diversity as possible. I wanted to make sure both race and gender were represented in my characters. To achieve this I had to make a total of 17 different sprite sheets. (I believe it was supposed to be 18 but I missed one somewhere. I couldn't tell the difference between them by the end I had done so many).

I was also in charge of creating the gods sprites as well. 





I was amazed by the outcome. It was so amazing to see everything (almost) work during game day. There were a few bugs, but Brock had stated a good portion of the games today are filled with bugs so we are fine.  

Although I could not contribute much to the coding, it makes me excited knowing I chose a major I will be happy in. Now both majoring in EDP and Game Development BA, I was able to witness first hand what learning and understanding code can do. I am excited to be able to learn and now I will always have a visual in the back of my mind how all of it applies and how worth it it will be. As a freshman, I am very thankful to be able to take part in this. As someone who has spent forever wanting to work alone on projects, this class has encouraged me as well as shown me the benefits of group collaboration. You can lean on each other for support like I did Alex, Richard, and Brock and be praised for the contributions you are providing for the game. I am now excited to work with more groups in the future and I hope to work with these guys again in the future. In addition, I have gotten a taste of the programming life and am reminded how much work it is. I hope I am able to help with both parts in the future, more than just the art.







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