Rapid Physical Game Design:
Challenge 1: Puzzle Problem
Game Rules:
Collaboration with Tommy Benson and Jeremy Salo
Examples:
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Challenge 2: Blind Fire
Game Rules:
Collaboration with Alex Cano McConnel, Kelia Murata, Quincie Neale, Ben Efram, and Richard Bui
Players:
Goal:
Rules:
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At the start of the game Watchers spin the opposing team’s Attacker and place them somewhere in the 8x8ft. play space (marked with cones/tape/anything).
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The team with the youngest player gets to call out the first move
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Watchers lead their own Attackers using verbal communication
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At any command except ‘Attack’, the Attacker’s arms must be at their sides
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Watchers takes turns commanding Attackers
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Watchers can only use one word commands
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Once the Watcher is confident that their Attacker is in place they can give the ‘Attack’ command. To attack, with elbows bolted to their sides, raise arms straight up in attempt to hit opponents chest as seen below. Hit must hit the stomach/chest of opposing attacker to be considered viable.
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If an Attacker steps out of bounds, then their team is disqualified
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If the Attacker moves without consent, then their team is disqualified
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If the Watchers step into the play area, then their team is disqualified
Attacking motion:
Playtesting Prototype Notes:
GC2-PlaytestingNotes.pdf
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Challenge 3: Starry Five
Collaboration with Julia Jones and Jeremy Salo
Game Rules:
This game is meant for five players.
Each player will be a designated color: Red, Orange, Yellow, Green, and Blue and have five beanbags of their respective color.
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Each player will be in their respective territory lines
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Players may stand in any of the four rings directly in front of them, but must be on one foot
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Once the game begins players toss their beanbags into rings NOT within their own territory
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To score a point, one of a player’s bags must land in a ring of the corresponding color
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Players may block incoming bags using one foot.
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Players lose a point if one of the rings in their territory has a bag (of any color) in it.
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At the end of the game, points are tallied. The player with the highest total points wins
Playtesting Notes: People misunderstood what to do with the extra beanbag
More than one beanbag in one ring - just one point (clarify this in rules)
Are beabags out? - use your best judgement
Players got into tiebreaker - figured out that they cannot defend
PerdeeJonesSaloGame3.MP4
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Challenge 4: Collaboration Nation Infiltration
Collaboration with Tommy Benson, Kelia Murata, Ben Efram, Hannah Tindal, Jeremy Salo
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Programming for Play:
Project 1: The Beginning
Pardee_Programming4Play_Challenge1.zip
Modified the car class as well as created a scene with my own sprite with its own scripts.
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Project 2: Combining Forces
Collaboration with Kelia Murata
Pardee_Murata_Project2F.zip
We combined our two projects together. I used the car scene with collecting tokens. The objective of my game was to collect 5 green tokens whereas Kelia's game took place in the space game. She had the player collect satellites while avoiding asteroids. As a result, our goals were too similar. We decided to combine forces and created a new goal. We had the player collect at least, 5 satellites and return back to earth. We added a background, bounding boxes, a new end goal sprite (earth), healing tokens from the car scene.
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Project 3: Inferno
Collaboration with Richard Bui
BuiPardee_Assignment2(Update3).zip
A multiplayer game where a sister and brother got separated and caught in a house fire. Using the arrows keys and WASD keys, the players must work together. They must navigate through the maze, gather and exchange keys and escape the location together under a time limit.
Playtesting notes:
Players seemed to confused to the 'windows' where the keys are exchanged.
Suggested that the players shouldn't have to backtrack to the windows
Players kept getting trapped in corners - both positive and negative feedback about the corners;
Good: works with the burning house narrative
Bad: May frustrate the player when playing
Enjoyed the aspect of the mazes changing each time played as it gives variety and changes difficulty.
Need to add a exit collider for players who are not at the window as the players exchanged keys when one player left the window area. (Key basically teleported)
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Project 4: TBA
Collaboration with Tommy Benson, Alex Cano McConnell, Jeff Mutchnik
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