Archive for October, 2009

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Journal Week 12

October 19, 2009

First game was not very fun! haha. Foraging for water. I kept getting raped and killed! It does deliver the message of how difficult it is for the people to survive in such situations, IF that is what the game’s message is.

Second game, trying to beat my score of quickest parking was fun! It tries to show how to behave safely with a car. I mean, theres no point. Driving safety can’t be learnt from a game.

Third game is disgusting and disturbing. Althought it reminds me of pokemon.

Fourth game is about money and resource and how greedy people can become! I think its message is clear.

Overall, I don’t enjoy serious games.

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Journal Week 10

October 19, 2009
  • Be fun to play with.
  • Naturally! No one wants to play if it ain’t fun!

  • Serve the narrative
  • Not sure, I mean it could be just a number of random stories put together? However, having a narrative limits what players can say.

  • Make your partner look good
  • Yup definitly, as seen in the video clip, it mentions “Blocking”. This is something you don’t want to do to your partner, it will deny the reality they are trying to create, provide negative atmosphere, prevents the future story to develop and possiblities.

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    Design Idea Week 12

    October 19, 2009

    Egyptian Hierogyphs!

    To people who can’t decipher the language will pretty much treat these as symbols.

    When I see symbols I think of those games where you have lots and lots of cards flipped over, and you have to find matching pairs, turning only two cards each turn.

    What I have come up with is a multiplayer game. Players are provided a “dictionary” of the meaning of each symbol. A bundle of cards with hieroglyphics on them. Players must flip two cards each turn and find a matching pair. However, after finding a matching pair, the player must explain what the symbol means. If the player is incorrect, the player must put those cards back, and the entire deck is re-shuffled. If correct, the player keeps the cards.

    Player with most cards WINS!

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    Design Idea Week 10

    October 4, 2009

    I was thinking along the lines of “inkball” avaliable on windows. Inkball’s aim is to sink the respective coloured balls into their holes. The player is allowed to use the mouse and draw out figures/lines to change the movement of these balls. Once a ball has touched a figure/line, it will dissapear.

    My game is similar.

    My game audience is for musicians. Ranging from beginners to experts.

    The player will be given a line of music, it will play through, and the player is expected to memorise the melody and notes. The game begins after this, another clone of this line of music will be played once again, however, this time with missing notes or extra notes. The player will use the mouse to draw in notes or scrub out notes. All this is done in real-time. Therefore, if you miss drawing in a note or scrubbing out a note, the music will sound off.

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