Wednesday, December 11, 2013

Whack a Mole Arcade Dress

Initially, for the final project I was set on making a polished video game. My plans changed when I spoke to Michelle who had what seemed to be a crazy idea of building a playable dress. would consist of five light-up buttons and strands of luminescent wires in the shape of hearts. I was sold on the idea as soon as I was told I would only have to contribute code. However, my role turned out to be a lot work than just writing code.

I have always been curious about building physical electronics so I was more than willing to learn how the hardware of the dress would be built. Michelle showed me how to solder and from there I learned about building every aspect of the hardware. I soldered wires, designed button circuits, and learned lots about the Arduino micro-controller. All of this of course was learned by trial and error. I alone was responsible for burning out at least 6 led lights. Two of which caught fire the day before the presentation and nearly melted the arcade button. I have much to learn about electricity.

The first iteration of the game consisted of only buttons which you would play like whack a mole -- one light turns on and you press it to increase your score. Getting this far was my first real indication that this project might actually work out.

A few sessions of working on the game went on and it began to all come together. The electronics were finally on the dress and the code was complete, so I thought. Of course during the presentation the code decided to fail unfortunately.

Going forward with the project I will fix the errors that caused to game to not play and continue to provide support to Michelle for whatever plans she has for the dress.

Monday, October 21, 2013

Five Unusual Game Elements and Mechanics

Games often follow the same tried and true mechanics that have been well tested and sell well. When games find their own unique mechanics or elements, it can make the game much more interesting.

QWOP
For instance, QWOP's game mechanic adds uniqueness to an otherwise simple game. You control a runner with four keys. The mechanic is surprisingly difficult to master and most people's first attempt, they run no more than a few meters. However as you play more you discover you can move by doing things the human body should not be capable of. Eventually of course, your awkward movements end with a back flip that end\ your competitive running career.

Burn the rope
What makes this game unique is not necessarily the game play. In fact, the game play is rather short and very simple. You walk to the play area while being shown the simple directions. You then grab a torch and light the rope on fire that is holding up a chandelier which drops on the boss and the game is won. The credits roll and a song plays that explains that they did not want to make a long game and that is it. The catch here is that the credits are actually longer than the actual game could realistically ever take. This is hilariously obnoxious and is what makes the game special.

Don't shit your pants
This game is initially an interesting puzzle on how to properly use a toilet. You will struggle with the command line interface to discover which phrases allows you to manipulate your character. Once you successfully use the toilet you are greeted with an achievement screen. However, what keeps a player interested is how there are many achievements to be unlocked.

Everyday the same dream "art game"
This "art game" has a circular narrative of an office workers life. It seemingly goes on forever in a loop but can have slight variations. I at first thought the game had a rigid structure in which you can only move right. However, after the third time of following the path of going right I decided to take a left. I met a homeless man who proposed to take me to a quiet place. When you get to your cubicle you can continue walking to the stairs. You are then on top of the roof and have a choice to jump. If you choose to end your life, you still cannot escape and wake up where you started every day before.

Judith
Play as two people. One is a lady of a person in a castle. Also you play as a man, in the future who explores the abandoned castle. One of the timelines reveals the next step for the second timeline. Your choices to explore are initially broad but narrow to single choices that force you to view the narrative linearly.

Thursday, October 3, 2013

Paper prototype game - Crossfire

Prototype
Crossfire was created with the process of paper prototyping. The idea is to design a game, play test, analyze, and prototype again. Doing this should leave with a better game than when you started.

The first play session I helped play test a four person board game. It started out very basic but ended up being well refined at the end. We figured out what the best way to move the pieces around. Also what the spots on the board should do. We also helped eliminate complicated features that did not add much benifit.

The second play session I worked with one other person. We both did not have very concrete games of our own so we helped come up with game ideas together.

Crossfire initially started out as a chess puzzle. However, through play testing it was found to be rather dull and provided no game play for two players.

 I then radically changed the game to include only a board like chess, and player pieces that behaved like kings. The goal this time was to attack the other persons king. To aid in the kings movement you could use movement tiles that were reconfigured in the board. This made the game much more interesting but was still lacking in strategy. Using preconfigured boards provided a challenge to me as a designer to make them interesting and balanced.

The last prototype I allowed players place the movement tiles where ever they like. They could use this as a strategy to help them win. The game became much more fun because now winning was no longer about how well you know the board but how well can you place tokens to allow you to have an advantage over your opponent. To keep it balanced, alternating placing movement tiles in setup was implemented. Each player could decide where they think the piece would be most beneficial.

Simulated Game Play
Setup:
1. Players alternate placing once movement token on the board until no tokens remain.
- Movement tokens must be placed so that no pieces are touching with at least one space in between.
2. Players place their player token anywhere within their start box except on top of movement tokens.


Rules:
- A player may move his token onto a movement piece and move in the direction of any arrow and move piece all the way to the edge of the board or stop if movement piece is in way. If another player is in the way, they lose.
- A player wins when they land on or cross over their opponent.
- Players may replace movement tiles or continue using the ones already place.


Printable Materials:
Pieces
Board

Monday, September 16, 2013

Sorry!

Sorry! is a race to the finish game that often times makes you say the phrase sorry often. To get ahead you can make moves that affect the progress of your opponents. But make sure to say sorry or else you make inspire revenge from your opponents. 

Each player has four pieces which they must move around the board and into their home to win. To move pieces you draw cards that some times have choices to benefit you or detriment your opponents. For instance, if you draw eleven you may move forward eleven spaces or switch any of your pieces with any opponent's. Doing so may help you but probably will undo all of the work your opponent has done to get that piece home. Also, if you draw a sorry card you may move a piece from your START to any opponents position which sends that players piece back to the start. This card is the most evil card of the deck. This is because in order to get out of START a player must role doubles so it may be awhile until that player gets to use their piece again. 

If you have to move back to START you can be sure that you will have a chance for payback because the game is well balanced. Often in the beginning you find one person dominating the game until the end when it seems many of the players are locked in a close battle to get their last piece home. Even if you are about to win you may find yourself back at start while your opponents revile in their revenge.

Wednesday, August 28, 2013

How to play Mario Kart Racing without electricity!

Mario Kart Racing is one of those games that that friends can come together and engage in consensual pg rated violence with each other. It was a staple food in the world of gaming that many college students grew up consuming. It consists of choosing among your favorite character from the Mario world and picking a track to race. Players then pick up power-ups that turn this standard driving game into a combat racing game that relies on more than just driving skill.

The San Jose State University Locomotion Long boarding club takes inspiration from Mario Kart Racing to help them engage in a bit of mild violence on skate boards. Their boards are the karts, and in place of blue shells, red shells, and other power-ups, there are water balloons!

The rules are simple - try to be the least wet person by the end of the track. The track being of course, a mildly sloped parking garage. Starting from the top of the garage, participates will descend the parking garage sitting on their boards armed with a bag of water balloons and fake mustaches. By the end most people will soaking wet and the winner will be some what dry. So what do they win in this real life Mario Kart? Usually a barrage of left over water balloons from scorned players.

Adapting video games to real life play can be a great way to have fun when you do not want to sit inside huddled around a game console. Of course not all features carry over but the excitement and fun usually do. There also may be more casualties than a video game, mostly cell phones and rusted wheel bearings, and a few friendships. What game should be adapted for skateboarding next?