Here is the commercial for Conquest, a board game that I designed:
Tuesday, December 2, 2014
Friday, November 7, 2014
Brainstorming Game Ideas
Last class we went to the park and sketched some things we saw while we were there. I chose to sketch this cool looking tree with these big roots that spread out pretty far. We were then supposed to think of some possible game ideas based on our sketch.
Here are some of my ideas:
Tree Hugger: Save the almighty tree from the evil lumberjacks. Use the roots to fend off the attackers
Lumber Jack: This is pretty much the exact opposite of Tree Hugger. In this game, you are the lumber jack and you must find a way to chop down the evil tree. You must avoid the roots that are trying to kill you.
Sapling: In this game, water is sparse and you must fight to survive. The more water you collect, the more you grow. If you don't collect enough water, you die.
Here are some of my ideas:
Tree Hugger: Save the almighty tree from the evil lumberjacks. Use the roots to fend off the attackers
Lumber Jack: This is pretty much the exact opposite of Tree Hugger. In this game, you are the lumber jack and you must find a way to chop down the evil tree. You must avoid the roots that are trying to kill you.
Sapling: In this game, water is sparse and you must fight to survive. The more water you collect, the more you grow. If you don't collect enough water, you die.
Thursday, October 30, 2014
Tuesday, October 7, 2014
Brainstorming: Theme and Concept Statement
To follow up on my last post, here is my theme idea for my board game concept:
Conquest - Similar to BF4 conquest mode, 2 players fight over a series of objectives. each objective they take earns them more attack and defend resources. first player to control all bases wins. Of a player completely runs out of resources, they lose. Different cards may include: (Attack: AC-130 target any space on board. Roll dice for accuracy. 1=on target 2=one space off 3= two spaces off etc.)
Concept Statement: "Rule or Retreat!"
Theme: The main goal in Conquest is simple, capture more objectives than your opponent. Strategically coordinate your forces to take the objectives and take down the enemy. With a variety of Attack, Defend, and Transportation cards, the momentum of the battle can change quickly.
Setting, Culture, Time Period: Conquest is set in a modern day middle eastern landscape. Similar to the rough terrain of Afghanistan, players can only navigate through a small variety of pathways (depending on character).
Reference/Art Style:
(EA Battlefield 4 map)
http://www.rockpapershotgun.com/images/13/aug/candc.jpg
Conquest - Similar to BF4 conquest mode, 2 players fight over a series of objectives. each objective they take earns them more attack and defend resources. first player to control all bases wins. Of a player completely runs out of resources, they lose. Different cards may include: (Attack: AC-130 target any space on board. Roll dice for accuracy. 1=on target 2=one space off 3= two spaces off etc.)
Concept Statement: "Rule or Retreat!"
Theme: The main goal in Conquest is simple, capture more objectives than your opponent. Strategically coordinate your forces to take the objectives and take down the enemy. With a variety of Attack, Defend, and Transportation cards, the momentum of the battle can change quickly.
Setting, Culture, Time Period: Conquest is set in a modern day middle eastern landscape. Similar to the rough terrain of Afghanistan, players can only navigate through a small variety of pathways (depending on character).
Reference/Art Style:
(EA Battlefield 4 map)
http://www.rockpapershotgun.com/images/13/aug/candc.jpg
Board Game Mash-up: Save the Queen!
Here is the summary for the board game mash-up Darren Molony and I created:
Game Setup
Using the "Trouble" game board, place 7 hexagonal map pieces upside down (blue side showing) across the center of the board as shown in the picture. Get the center of the two outer hexagons to line up as close to the bulls-eyes as you can as this is the spot the player must land to access the "river." The queen marker is placed on the center river tile. The players must only play as the Red and Yellow pieces or as the Blue and Green. Set the River up accordingly. The picture shows a game setup for Red and Yellow play.
Each player plays with one Trouble token. They start in the home base that is the same color as their player piece. Players roll both dice to see who goes first. Each player then draws one "booby trap" token from random. These should be in a pile and upside down to make the drawings random. These trap tokens can only be played at the beginning of a round (after the last player's turn is finished and before the first player rolls the dice).
Players may move in either direction on the game board at any time. They may also choose to use only one of the two dice rolled. If both dice are used, they player must travel in the same direction for both dice. For example, if a 4 and a 6 are rolled on the dice, a player may move 4 to the right or left, 6 to the right or left, or 10 to the right or left. A player may not move partial dice amounts or move 4 in one direction and 6 in the other.
Game Mechanics
Trap Tokens - When placed on a board spot, these tokens designate an obstacle for the player to cross. Any token landed on will require the player to pass it, even if they placed it themselves.
Each token will have a number on it with dots underneath. The number indicates what must be rolled in order to pass the trap. When a player passes a trap, they draw another random trap from the pile that can be played at any time. If a player rolls any combination of numbers that equal less than the number on the token, they lose their turn. If they roll high enough to pass, they then move as many spots as dots are on the token. No more and no less. They must also move in the same direction as they entered the trap. They cannot reverse at this time. If a player rolls the EXACT number shown on the trap, they can opt to take that trap token or draw a random one. Trap tokens are ONLY removed when a player successfully passes them.
There are four RED trap tokens. These tokens work exactly the same as black ones with one exception; a player who fails to roll high enough to pass these traps is sent back into his home base.
If a player rolls double numbers when trying to pass a trap, they take the trap they were on and also draw a trap from the random pile. Players can only play one trap card per round.
There should always be at least 2 trap tokens on the board or in a players pile waiting to be placed.
Discarded trap tokens should be placed upside down in a separate pile. Once all of the tiles have been used, the discarded pile should then be used as the draw pile.
Using the River - The Queen is located on the middle tile of the river. A player must land on the bulls-eye adjacent to the river piece in order to enter it. When entered, a player floats immediately across to the other side's bulls-eye. If the queen is still present, the player scoops her up along the way. The turn is finished after the player reaches the other side.
Stealing the Queen - Once the Queen has been saved from the river, players can steal her from each other simply by passing each other on the board. If a player fails a RED trap token while carrying the queen, the queen is left on that token and the player must move back to his Start position. The Queen can only be picked up by a player that gets to the Queen but they must also then pass the RED trap token.
Goal
In order to win the game a player must capture the queen and return her safely into his home base.
Game Setup
Using the "Trouble" game board, place 7 hexagonal map pieces upside down (blue side showing) across the center of the board as shown in the picture. Get the center of the two outer hexagons to line up as close to the bulls-eyes as you can as this is the spot the player must land to access the "river." The queen marker is placed on the center river tile. The players must only play as the Red and Yellow pieces or as the Blue and Green. Set the River up accordingly. The picture shows a game setup for Red and Yellow play.
Each player plays with one Trouble token. They start in the home base that is the same color as their player piece. Players roll both dice to see who goes first. Each player then draws one "booby trap" token from random. These should be in a pile and upside down to make the drawings random. These trap tokens can only be played at the beginning of a round (after the last player's turn is finished and before the first player rolls the dice).
Players may move in either direction on the game board at any time. They may also choose to use only one of the two dice rolled. If both dice are used, they player must travel in the same direction for both dice. For example, if a 4 and a 6 are rolled on the dice, a player may move 4 to the right or left, 6 to the right or left, or 10 to the right or left. A player may not move partial dice amounts or move 4 in one direction and 6 in the other.
Game Mechanics
Trap Tokens - When placed on a board spot, these tokens designate an obstacle for the player to cross. Any token landed on will require the player to pass it, even if they placed it themselves.
Each token will have a number on it with dots underneath. The number indicates what must be rolled in order to pass the trap. When a player passes a trap, they draw another random trap from the pile that can be played at any time. If a player rolls any combination of numbers that equal less than the number on the token, they lose their turn. If they roll high enough to pass, they then move as many spots as dots are on the token. No more and no less. They must also move in the same direction as they entered the trap. They cannot reverse at this time. If a player rolls the EXACT number shown on the trap, they can opt to take that trap token or draw a random one. Trap tokens are ONLY removed when a player successfully passes them.
There are four RED trap tokens. These tokens work exactly the same as black ones with one exception; a player who fails to roll high enough to pass these traps is sent back into his home base.
If a player rolls double numbers when trying to pass a trap, they take the trap they were on and also draw a trap from the random pile. Players can only play one trap card per round.
There should always be at least 2 trap tokens on the board or in a players pile waiting to be placed.
Discarded trap tokens should be placed upside down in a separate pile. Once all of the tiles have been used, the discarded pile should then be used as the draw pile.
Using the River - The Queen is located on the middle tile of the river. A player must land on the bulls-eye adjacent to the river piece in order to enter it. When entered, a player floats immediately across to the other side's bulls-eye. If the queen is still present, the player scoops her up along the way. The turn is finished after the player reaches the other side.
Stealing the Queen - Once the Queen has been saved from the river, players can steal her from each other simply by passing each other on the board. If a player fails a RED trap token while carrying the queen, the queen is left on that token and the player must move back to his Start position. The Queen can only be picked up by a player that gets to the Queen but they must also then pass the RED trap token.
Goal
In order to win the game a player must capture the queen and return her safely into his home base.
Thursday, October 2, 2014
Board Game: Brainstorming
Now onto the brainstorming phase, here are some ideas I have at the moment for my potential game:
Conquest - Similiar to BF4 conquest mode, 2 players fight over a series of objectives. each objective they take earns them more attack and defend resources. first player to control all bases wins. Of a player completely runs out of resources, they lose. Different cards may include: (Attack: AC-130 target any space on board. Roll dice for accuracy. 1=on target 2=one space off 3= two spaces off etc.)
Mountain Climber - Race to the top of a 3D printed mountain. Players can set traps for other players.
Zombie Survival Game - Similar to "chutes and ladder" it is a race to the finish. In this case a race to survival. there are shortcuts and sabotage that can send a player back some spaces.
2 Minute Drill - 2 players face off in football. Each player gets a chance on offense and defense. Player to score on the least attempts wins.
Tribal Warfare - Two neighboring tribes wage war. Strategically move warriors to infiltrate enemy location while still defending your home turf.
Bank Heist - board game with cards that can drastically change the game if players choose to use them. 2-6 players. There must be at least one cop. Can be team or individual win. Players can choose to kill off teammates to keep more of loot.
Survive - horror movie type survival game. Players choose identity cards at random at beginning of game. One player is the killer. Last man standing is the winner.
Storm the Castle - Each player gets a chance to attack and defend. 5 warriors per attacking team. player to get through the most barricades wins.
Minefield - Similar to Chess but with mines that each player places at beginning of the game. All mine cards will be face down. Players will also place bluff cards.
Gladiator - players face off in an arena in a fight to the death!
Avalanche - Players race down the mountain before the incoming avalanche reaches them. Last man standing or first to safety wins.
Totem Pole - players must send out characters to retrieve pieces of their tribes totem pole. First to build Totem Pole wins.
Zombie survival - each player gets a team of 4 characters. Players draw cards to see who gets to move. Player to get most characters to safety wins.
Big Fish - players start off as a little fish. They must eat smaller fish to grow. When a players fish is bigger than another players, they can eat them and win the round. First to 3 Points.
Final Battle - Each player has an army set in medieval times. Use resources to defeat the enemy army completely
Conquest - Similiar to BF4 conquest mode, 2 players fight over a series of objectives. each objective they take earns them more attack and defend resources. first player to control all bases wins. Of a player completely runs out of resources, they lose. Different cards may include: (Attack: AC-130 target any space on board. Roll dice for accuracy. 1=on target 2=one space off 3= two spaces off etc.)
Mountain Climber - Race to the top of a 3D printed mountain. Players can set traps for other players.
Zombie Survival Game - Similar to "chutes and ladder" it is a race to the finish. In this case a race to survival. there are shortcuts and sabotage that can send a player back some spaces.
2 Minute Drill - 2 players face off in football. Each player gets a chance on offense and defense. Player to score on the least attempts wins.
Tribal Warfare - Two neighboring tribes wage war. Strategically move warriors to infiltrate enemy location while still defending your home turf.
Bank Heist - board game with cards that can drastically change the game if players choose to use them. 2-6 players. There must be at least one cop. Can be team or individual win. Players can choose to kill off teammates to keep more of loot.
Survive - horror movie type survival game. Players choose identity cards at random at beginning of game. One player is the killer. Last man standing is the winner.
Storm the Castle - Each player gets a chance to attack and defend. 5 warriors per attacking team. player to get through the most barricades wins.
Minefield - Similar to Chess but with mines that each player places at beginning of the game. All mine cards will be face down. Players will also place bluff cards.
Gladiator - players face off in an arena in a fight to the death!
Avalanche - Players race down the mountain before the incoming avalanche reaches them. Last man standing or first to safety wins.
Totem Pole - players must send out characters to retrieve pieces of their tribes totem pole. First to build Totem Pole wins.
Zombie survival - each player gets a team of 4 characters. Players draw cards to see who gets to move. Player to get most characters to safety wins.
Big Fish - players start off as a little fish. They must eat smaller fish to grow. When a players fish is bigger than another players, they can eat them and win the round. First to 3 Points.
Final Battle - Each player has an army set in medieval times. Use resources to defeat the enemy army completely
Monday, September 29, 2014
Witch Hunt - PnP Deconstruction
For the Deconstruction phase of the Tabletop Game Project we were supposed to find a print and play game to play with friends. After playing the game, we were then supposed to completely break it down and deconstruct the game-play.
I chose to play the game "Witch Hunt". Here's the breakdown:
Goal of the game - Witch Hunt is played over a series of rounds, the first player to reach 5 points wins the game.
Core Mechanic - The core mechanic of this game was heavily based on luck. If you guess that a player is a witch and it turns out that they are, you get 2 points. The game ends when a player has 5 points
Space of the game - This print and play game is not played on a board but cards are placed in the center of the playing area (table, 2-dimensional space). I would assume the physical version of the game would be played the same way but on a board.
Objects, Attributes, States - In Witch Hunt, there are 18 cards: 6 Identity cards and 12 Rumor cards. The Identity cards are used by a player to decide whether they are a witch or villager. The Rumor cards are used to hunt for witches or used as defense against an accusation.
Operative Actions - On a players turn they may either accuse someone of being a witch or play their rumor card following its hunt! effect.
Resultant Actions (within reason) - If you are accused of being a witch, you can play your rumor card, following its witch? effect if possible. If you reveal that you are a witch, the player that accused you receives two points.
Notes about rules you notice - After playing Witch Hunt, I noticed that idea of the game was simple enough but the rules were not explained very well. The use of the rumor cards and there effects were particularly hard to follow.
Skills players learn - There were not really any skills you could learn for this game. There were not enough variables in the game-play.
The role of chance in the game - Pretty much just a 50/50 shot if you accused someone of being a witch. If they are a witch and have no useful rumour cards, they are out of the round and you get 2 points.
I chose to play the game "Witch Hunt". Here's the breakdown:
Goal of the game - Witch Hunt is played over a series of rounds, the first player to reach 5 points wins the game.
Core Mechanic - The core mechanic of this game was heavily based on luck. If you guess that a player is a witch and it turns out that they are, you get 2 points. The game ends when a player has 5 points
Space of the game - This print and play game is not played on a board but cards are placed in the center of the playing area (table, 2-dimensional space). I would assume the physical version of the game would be played the same way but on a board.
Objects, Attributes, States - In Witch Hunt, there are 18 cards: 6 Identity cards and 12 Rumor cards. The Identity cards are used by a player to decide whether they are a witch or villager. The Rumor cards are used to hunt for witches or used as defense against an accusation.
Operative Actions - On a players turn they may either accuse someone of being a witch or play their rumor card following its hunt! effect.
Resultant Actions (within reason) - If you are accused of being a witch, you can play your rumor card, following its witch? effect if possible. If you reveal that you are a witch, the player that accused you receives two points.
Notes about rules you notice - After playing Witch Hunt, I noticed that idea of the game was simple enough but the rules were not explained very well. The use of the rumor cards and there effects were particularly hard to follow.
Skills players learn - There were not really any skills you could learn for this game. There were not enough variables in the game-play.
The role of chance in the game - Pretty much just a 50/50 shot if you accused someone of being a witch. If they are a witch and have no useful rumour cards, they are out of the round and you get 2 points.
Thursday, September 25, 2014
Tabletop Game: Exploration
For the first part of our Tabletop Game project we were instructed to explore different Print and Play games we found online.
The purpose of this exploration was to find what makes a good print and play game. Several factors go into making a PnP game fun to play. I felt that one of the most important thing about a good PnP was how easy it was to understand the rules and just start playing.
I found that some of the games we played had too many rules, therefore the learning curve outweighed the fun.
Here are some of the games we played along with links to where you can find them:
Bad Grandmas - http://www.goodlittlegames.co.uk/games/02-bad-grandmas.html
- One of the more professional looking games, from a visual standpoint. However, a little hard to understand and get into.
Bicycle Race - http://www.goodlittlegames.co.uk/games/11-bicycle-race.html
- Very simple game. Fun to play. Could have added some more variables to the game to extend the play time and keep players interested.
Zeppelin Derby - http://www.goodlittlegames.co.uk/games/03-zeppelin-derby.html
- Simple game. Somewhat similar to bicycle race by being a race to the finish. Unlike bicycle Race, this game had those added variables to make it more interesting. It had cards you could use against the other player, adding another element to the game.
Mapple - http://cheapass.com/freegames/mapple
- Very quick and simple game but interesting enough to play a few times. Not enough variables and very easy to figure out strategy.
Thursday, September 18, 2014
Thursday, August 28, 2014
Freshman Year - 3D Design for Games
This is from an assignment I had last year. The assignment was to make a chess set and have each piece show what moves were able to be made with that piece.
I went for a tribal themed set. I hand carved bass wood and then burned some certain sections to give a varied color and texture.
Monday, August 25, 2014
Dying Light - E3 2014 Trailer
The trailer released at E3 2014 for the upcoming Dying Light game looks absolutely amazing. It shows actual gameplay and teases you with the beginning of the storyline. I have always been a huge fan of zombie games but unfortunately feel that many of them have fallen short of their potential. The idea of slaying zombies and doing parkour is original and seems like it could be a lot of fun. I am really looking forward to the release of this game.
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