Monday, May 4, 2009

Uno RPG

Well, in the spree of Uno games that we've been trying to make, we ended up trying Uno RPG. We initially decided that since it was an RP the best way to go would be to try to assign stats to the decks, but it didn't ultimately work out. It was too hard to balance things and we couldn't get it to be fun.

We ended up having a sort of card combat game akin to war but with multiple features. There were defense, heal, damage and magic damage cards. Heal cards regained HP and didn't negate attacks. Defense cards simply negated attacks. Magic and Damage cards simply hurt the other player, but when two of the same type were played the player with the highest value would inflict damage of the value of (winning card value - losing card value). The HP would be set to a certain value and combat would basically go on as long as possible. Essentially like war.

Some potential changes: Remove "magic" damage and change them to "Technique" cards where the player can attempt to do something fancy and/or outside the standard bounds of the rules. Player succeeds if card value beats out opposing value. A set of rules or a DM would have to set how reasonable these actions could be.

-Karl

Monday, April 27, 2009

Deathmath Uno!

Our group today was playing Uno and we decided to play something new after finishing a game after complaining about being bored with it. And so I grabbed the deck and started diving the entire deck among all the players, announcing that I'm making new rules. Deathmatch Uno is actually more about keeping as many cards until the end.

Changes in rules:
There is no drawing deck. Players draw from the bottom of the played cards deck when hit with "draw" cards.

Players lose when they have no more playable cards, rather than still drawing from a pile and continuing.

The player who runs out of cards completely, and not just playable ones wins.

I don't think we changed anything else. It ends up being a pretty interesting game in the end when players are afraid to run out of playable cards.

-Karl

Monday, April 13, 2009

Game revision Thoughts

Today we need to revise a game. And that brings me back to the worst game I've made to date, which was the one for the the business cards. I needed to establish enough rules to make it so that it's even playable. I was thinking of trying to establish some rules that can make the game have elements required to "kill" somebody as a zombie or a human. I was thinking that it might be fun to try to implement complicated speech rules such as a zombie must say a series of sentences that have the letters "Brains" in that order or something like that and it's the human's job to call them on it to kill them.

I intend to speak with my group in class about how I could make it better through some competition like that.

Monday, April 6, 2009

Edits to World Hunger Extravaganza!

Each player rolls the die for prosperity. If no players roll below a 10 or above a 15, everyone rerolls. This is your country's prosperity level. Being above 15 means you can feed yourself as a nation and being below 10 means you cannot.

When the game starts every nation is given 5 tokens for food.

Food consumption chart:
1: Lose 3 food
2-4: Lose 2 food
5-10: Lose 1 food
11-15: Stable food amount
16-20: Gain 1 food.

Is your nation prosperity is above a 15, you may pass up your obligation to roll for events at the costs of 1 food. Nations take turns having events happen in them, and every single turn, nations may trade or give food each other.

Rolling for events- Each turn, players roll to see if anything happens with their nation. What happens depends on the number of the roll. Prosperous nations mitigate all negative events by 1 point. All prosperity effects are permanent unless said otherwise.

1:Civil war: -4 prosperity permenantly
2-4:Famine: -2 food
5:Military uprising: -3 prosperity. If you roll an even number next two turn, it will end. Otherwise it is permenant.
6-8:Rise in food prices: -1 food and nation loses -1 Prosperity
9-11:Drougt: -1 food for this turn
12:Rampant Piracy: -1 prosperity
13:Resource War: You and the person (dice roll value) to your left lose 2 food this turn and -2 prosperity for next turn.
14-15:Stability: No numbers change for you this turn
16-18:Good Rains: +2 food, +1 prosperity for next turn
19:New Agricultural technology: +3 food, +2 prosperity
20:Genetically optimized food: +4 food, +3 prosperity

Winning? You guys are wimps. Maybe you should stop if you can stabilize things for a few
turns, but nothing is ever perfect in the world! Everyone dies or everyone is happy in the end.

Sunday, April 5, 2009

World Hunger Extravaganza!

For making this game, I wanted to do something that was in a way unbeatable. Problems more or less always stay. But beyond that, it's the case that the better off nations help the ones that aren't doing well for things to not collapse. I guess that means that I want the game to be frustrating and annoying, but leave the possibility of success if players don't just work for themselves. We'll see how it plays out during play testing.

On another note, I also tried to make something that doesn't require supplies to be written and cut out since I'm a tad pressed for time this weekend.

Supplies needed:
Tokens,
1d20

Each player rolls the die for prosperity. If no players roll below a 10 or above a 15, everyone rerolls. This is your country's prosperity level. Being above 15 means you can feed yourself as a nation and being below 10 means you cannot.

When the game starts every nation is given 5 tokens for food.

Food consumption chart:
1: Lose 3 food
2-5: Lose 2 food
5-10: Lose 1 food
11-15: Stable food amount
16-20: Gain 1 food.

Is your nation prosperity is above a 15, you may pass up your obligation to roll for events at the costs of 1 food. Nations take turns having events happen in them, and every single turn, nations may trade or give food each other.

Rolling for events- Each turn, players roll to see if anything happens with their nation. What happens depends on the number of the roll. Prosperous nations mitigate all negative events by 1 point.

1:Civil war: -4 prosperity permenantly
2-3:Famine: -2 food
4-6:Military uprising: -3 prosperity. If you roll an even number next two turn, it will end. Otherwise it is permenant.
7-8:Rise in food prices: -1 food and nation loses one prosperity.
9-11:Drougt: -1 food for this turn
12-13:Rampant Piracy: -1 prosperity permenantly
14:Resource War: You and the person (dice roll value) to your left lose 2 food this turn and -2 prosperity for next turn.
15-16:Stability: No numbers change for you this turn
17-18:Good Rains: +3 food, +1 prosperity for next turn
19:New Agricultural technology: +1 food, +1 prosperity permenantly
20:Genetically optimized food: +2 food, +1 prosperity permenantly

Winning? You guys are wimps. Maybe you should stop if you can stabilize things for a few
turns, but nothing is ever perfect in the world! Everyone dies or everyone is happy in the end.

Monday, March 30, 2009

Updating a game!

This week I decided to improve a bit on my bard game, if only to make the rules that we reestablished in class more official.

Revisions:
Bards will now draw cards from three piles. Beginnings, Middles and Ends. THis way they never run out of those parts of the story.

Bards will play as many cards as there are patrons playing.

The * cards for bards and patrons increase or decrease the value mentioned permanently from the victory thresholds for either side, rather than simply increasing the number for that round. A * card with -1 for a bard would make his goal further away. For example placing a -1* when his goal was 23 would make it 24.

The beginning value of the game will be 2*The number of patrons. The goal for victory for patrons is 0. And for the bard victory is at 4*The number of patrons.

I had some thoughts on adding more cards to the game, but I couldn't recall balance issues with the game so I didn't want to ruin anything. Here are some options.

Players alternate between bard and patrons playing. If bards end up overpowered, then they'll play one less card than the bards. Or one more if they end up weaker.

Sunday, March 29, 2009

Prototypin'!

Prototyping!

I've found that when I don't think about the game and the game experience that I'm trying to make I wind up with something that's not very fun. It's important that you get an idea for the game before you fully commit to designing it. Especially with programming. How can you possibly commit so much time to making the full product if it's nothing worth following through with.

I think it's interesting that when prototyping for the iPhone, they realized that they had issues with things as simple as not having the right site. Having a prototype representative of the game that it makes, while not being too inaccurate to make it a different experience and not being too similar to make it too much work is important. That makes paper prototyping for a game that might be electronic a legitimate possibility.

I think that prototyping is a way to simply make sure that people get your idea and that your idea is what you wanted it to be to other people. Game developers should absolutely have an organized, set process for testing games before any significant development occurs.