CAGD 170

CAGD 170
Unit One: Card Game Modification
For this assignment we had to make one or more modifications to the card game solitaire. We had the freedom to change the game however we wanted as long as we stayed somewhat true to the original game.

Brainstorming:
Brainstorming was a bit difficult for my partner and I because we couldn't think of a way to change the game to make it harder than it already was. At last we came up with two rule changes.

The Changing of the Game
For the game changes, we made it so that the Player will proceed to build each pile VERTICALLY only being able to line up the cards with the SAME COLOR and SUIT in SEQUENCE. The Player will build these suits in the tableau and transfer them over to the foundation as the Player builds them. We also reduced the amount of piles from seven to four with . The first pile will have ONE card faced down and ONE card faced up, second pile, TWO cards faced down and ONE card faced up, third pile, THREE cards faced down and ONE card faced up, and fourth pile will have FOUR cards faced down and ONE card faced up. Fourth, the remaining cards will be used as the stockpile with the waste pile right next to it which will be place above the tableau. The foundation pile may be put anywhere else on playing field. When stating out the foundation and waste piles will NOT have any cards in them. Here is a picture of the setup.
The Rules
The rules of the game are:
Rule 1: The Player can only place cards of the same COLOR and SUIT in the SAME pile both in the tableau and the foundation.

Rule 2: The Player must maintain the ORDER of the cards while building each pile up with the “Ace” card being the LOWEST and the “King” card being the HIGHEST.
Example: “A,2,3,4,5,6,7,8,9,10,J,Q,K”

Rule 3:  There can only be four HORIZONTAL piles of cards on the tableau.

Rule 4: When flipping a card over form either of the four stockpiles, if the player finds the card useful, they may keep it in play. If the player finds the card to be useless at the time, they may UNDO the card flip and leave it FACE DOWN.

Rule 5: The Player can always and only place a “King” card on either an EMPTY SPOT of the four piles or a pile with a FACE DOWN CARD on the tableau.

Rule 6: The player may UNDO an unwanted move during the game but can only use it once at a time. The player CAN NOT UNDO two unwanted moves at the same time. They MUST ADVANCE AT LEAST ONE MOVE BEFORE UNDOING ANOTHER UNWANTED MOVE.

The Play Test
The play test went well, we had to revise our redo and/or undo rule to be more precise and specific.
Some people didn't understand how to play the game at first but got the hang of it pretty well after reading the rules. Here is a picture of one of our play testers. 



Final Version
After making some adjustments to our game from our play test, I fee like we had a solid game, The game is now known as, "Solitaire, back from Solitairty Confinement".

Unit 2 Board Game
Team
Group Number: 5
Group Name: The Fast and The Foodiest
Game Name: "Would You Eat This?"

Concept
For this unit, we had to come up with our own board game given four different criteria. We were given the two criteria of fast food and rhythm. We were also given an age group that each game was supposed to target. we got 30 - 40 year old players. Finally, the game had to be for two players.

Brainstorming
  My partner and I had a very hard time at first coming up with a game that would fit all three criteria, we talked about several ideas, did some rapid play testing and eventually scraped all the ideas because we felt we could do more or find the right game. After two days of brainstorming we came up with our current game ideas but even the we weren't as confident with it as we are now but we ran with it because we thought it had a lot of potential to it.

The Game
Draw to the rhythm(beat) of different genres of songs then guess the fast food that was drawn. The more you guess right the more points you get. The person with the most points at the end of five rounds wins. 

The Design
To design the game we had to make two separate card decks, one that consisted of different music genres and one that consisted of various fast food items from different fast food restaurant chains. Some of these included Burger King, Taco Bell, KFC and more. The music cards consisted of music from genres of rock, hip hop, classical, world, reggae and more. Then we needed something that both players can easily draw on and erase afterword so not to waste paper. We decided to use a white board. Physically, here are a few pictures of how we decided to design our cards.
Each food card has a color ring around it to represent the fast food restaurant that it comes from.

The First Play Test
We had two play test sessions for this game, for the first play test we got most of the same feedback which consisted of labeling which card deck was the food and music deck and space out our rules more to make it easier for the player to read. Also, most players had trouble trying to figure out how to draw to a rhythm and/or beat and had trouble drawing as well.  Also, most people didn't get how player two wasn't allowed to look at player one's card or what they were drawing during the round. The final thing we noticed was that players didn't know what to draw.

Changes Made
We made our rules bullet points so that the player had an easier time to read. We stated that player two may not look at player one's card or drawing at all until the round is over so that they won't be try to cheat or guess what player one is trying to draw as they draw it. We also stated that the player can either draw what they best think depicts the picture of the fast food or draw the picture on the card itself if they don't know what to draw so that the players can have a sense of what they can draw.

Play Test 2
Our second play test went successful. After making the changes to our game, players were able to read and understand the rules better. players were given a general idea of what hey could possibly draw. Player were no longer trying to look at the food card or trying to guess what the other player was drawing as they were drawing it. Overall we had little constructive feedback and more people seemed to like that game.


Overall
Overall the tasks were split evenly between my partner and I, we both put in the same amount of effort, when we struggle with problem we worked together to solve them. When we had trouble finding out how to implement music in to the game we both came up with idea of having the player draw to the beat of the game and we both decided what type of music genres were going into the game. We both signed off on any and all changes so no changes were made without the other knowledge and agreement.

Final Version
The final version is revised and basically a full fun game with a few changes to be made. As a part of the rules, we added some alternative ways to play to make the game more exciting to play and even add some of the players personal music preference.

Alternative Ways To Play
·         Add more rounds and/or unlimited rounds

·         Extend the length of draw time and/or draw to the entire length of the song

·         Forget about the genre deck! you choose the song the other player must draw to, any song you want, put your taste of music into the game!
Unit 3 Board Game #2
Team Name: The Swashbuckling Sailing Savages

Game Name: Atlantis Adventure

Game Summary:
Our game is an adventure quest game where to players race to find the lost city of Atlantis by completing quests, gaining resources and finding the two key items to the city. Our game is aimed towards competitive players between the ages of 20-30 years that like to go on adventures, collect items, and are interested in anything pirate related. It is a player vs. player game.

A problem we encountered during our development was how to distribute resources in the game. At first we didn't known if all of the resources were going to be gathered through quests but we later decide to add Karma Cards that each player picks up after every turn and they either add or subtract your resources in small amounts while the quest cards mostly give your resources in larger amounts.

We also had trouble trying to figure out all of the side play that goes along with the core game play. For example some questions we had while developing were:
  • How many quests can a player have at a time?
  • How can players keep track of there quests?
  • How can players keep track of there resources?
  • What happens if the player does not have enough resources to get the key items?
  • How do we randomize the key items and the location of those items?
To solve those problems we:
  • Limited the quests cards to two at a time
  • Gave the players jewels as quest markers to mark the location of their quests
  • Gave the player a player sheet to keep track of there resources
  • Player can keep on completing quests to gain more resources for final items
  • We made multiple key item cards and shuffled them randomly into the quest cards deck and we let the player decide the location of each item by a dice roll to keep the city of Atlantis from always being in the same spot.

The work load was split up evenly between my partner and I. We worked well together and were able to get everything done on time. My partner designed the map while I gathered our playing pieces. We both came up with the game play mechanics because we had a hard time coming up with it so ideas were just thrown around and put together that we both liked. My partner did most of the play testing with friends and family over our break. We both designed our rules and cards for the game, I did the karma cards and my partner did the quest cards. Overall we really liked how our game turned out and we liked all of the positive feedback we got during our in class play tests.

The only thing I think I would change was in getting our board and player sheets laminated because that is something we wanted to do to make the game easier for the player.

     

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