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ThomasWynne

Page history last edited by Thomas Wynne 12 years, 6 months ago

Physical Games:

 

Challenge #1:

TeamSteve Rakoczy, Thomas Wynne and Kevin Keables 

Game: Unnamed Calvinball Inspired Game

Goal: Accumulate more points than your opponent. Two players total.

Props: None specified/allowed.

Rules:          

1) Players compete to get the most points in an allotted timeframe/in the allotted rounds. In this iteration, 5 minute time limit. 

2) Points are assigned for self-imposed challenges completed by the players. The performer of the action proposes point value. Players also function as scorekeepers.

3) Point values are agreed upon by opposing player.

4) Opposing player is allowed to impose challenges on the proposed action for penalties, which are also to be determined by the players collectively.(Example - "I jump for 200,000 points" "Okay, but if you're in the air for less than 5 seconds you get -1,000,000 points")

5) Physical violence is not allowed.

 

 

Playtesting Results: 

-Rules were interpreted in a way that made the game different and less fun that originally imagined

 

 

Challenge #2:

TeamPhilippe Moore, Thomas Wynne, Melanie Smith, Dylan Jones, Stephen Rice

Game: Shadow Shapes

Goal: Guess what a team of players is trying to convey using shadows. Four players total.

          Props: One screen, the sun

Rules: 

1) A challenger determines three shadow shapes to be made and guessed within a theme.

2) The "actors" have 30 seconds to create the forms while the guesser guesses. 

3) The guesser gets 3 guesses per form.

4) All actors get 3 points per round, correct guesses are worth 3 points plus an additional point to each actor for doing a good job.

5) After 30 seconds, play rotates,  one actor remains an actor, one becomes a guesser, the guesser becomes the challenger and the challenger becomes an actor. 

6) After everyone has been in every role, the player with the most points wins.

 

Playtesting Results: 

-People were very confused by the rules

-Scoring and incentivizing became very complex

-Using a projector or some kind of light would have made creating forms much easier.

 

 

Challenge #3:

Team: David Fogle, Daniel Kjellerson, Khoa Nguyen, Thomas Wynne

Game: Because Wumpus

Goal: Traverse a 16x16 grid dungeon in 15 minutes and slay the Wumpus. Four players total.

Props: 16x16 grid, several monster/treasure/class cards

Rules:

- Complex and exhaustive rules can be found here:Because Wumpus.docx

1) A monster and treasure card are placed on each spot in the grid

2) Players choose class cards

3) Players may collaborate and add their levels to defeat monsters if they are in adjacent squares/are allowed by a card

4) Wumpus must die in 15 minutes

Playtesting Results: 

-People seemed to enjoy it, but random distribution of monsters caused trouble (i.e. all players surrounded by impossible monsters)

-Lots of setup time, but worth it (in my opinion)

-Not sure if good or bad - playtest actually ended up taking almost double the time allotted. 

 

Challenge #4:

Team: Thomas Wynne, Melanie Smith, Alicia Rausch, Philippe Moore and Steve Rakoczy

Game: Globalization

Goal: A team of one trader and one runner compete to collect six of one color band. Four teams of two, with two neutral runners.

Props: Several different colored bands, more than six each with at least two unused colors, randomized cards to determine which colors to collect, possibly a divider between the two non-contiguous spaces.

Rules:

1) Four teams of two start in two separate 8' x 16' spaces (two in each space). Each team consists of a "trader" and a "runner"

2) The trader picks six bands from the pile in their space (each space has identical starting piles: four of each color).

3) Once each trader has picked their bands, they are randomly assigned a color to collect.

4) When play starts, the trader gives his runner a band to return to the pile.

5)  The runner brings a band of a different color from the pile.

6) Traders cannot tell the runners what to collect, the runner must figure it out on his/her own

7) Neutral runners continuously swap bands between the two separate spaces 

8) Traders are allowed/encouraged to trade with the other trader in their space.

9) The first team to collect six bands of their assigned color wins.

Playtesting Results: 

-Neutral runners have too much power or have a useless role

-Making the neutral runners unable to see the piles alleviated the problem a little bit.

-It is hard to keep the traders from signaling what color they need.

-Very little motivation to be neutral

 

Final Sketch and Challenge:

Team: Alica Rausch, Stephen Rice, Thomas Wynne, Steve Rakoczy, James Riley

Game: Gem Rustler

Goal: Collect the gems that your peers tell your to to raise your score... but at what cost?

Props: 3 Microsoft Kinects, 3 screens, 3 projectors, 4 computers, speakers (for sound), DMX lights, Twitter, 5 tables, 3 players, a wireless network, and a partridge in a pear tree.

Rules:

 1) Rustle gems. Twitter will determine the color of the gems you have to collect to score. Lights will reflect this color as well.

2) Your animal buddy may not approve of your decisions.

Playtesting Results: 

 -Didn't have much time to explain the rules and consequences, or how the game worked

-HUGE setup time

-Most people killed their animals. Heartless! 

 

 

Interaction and Collaboration Programming Exercises:

 

Exercise 1 - Solo car game modification

 

Exercise 2 in collaboration with Steve Rakoczy - Car game collaboration

 

Exercise 3 in collaboration with Steve Rakoczy - Collision detection/minim collaboration AKA TRACTAZ!

 

Exercise 4 in collaboration with Sarah Begnoche and Kevin Keables - Attraction/repulsion collaboration AKA Don't Get Trolled

 

Exercise 5 in collaboration with Steve Rakoczy, Alicia Rausch, Melanie Smith, Philippe Moore - Kinect collaboration AKA Kinect Pong

 

Graduate Project - Collision Cam Thing

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