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Level 1: Task Discussion

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Garage Gamer
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The Invisible Barrier

Intro

Each week there is a task I will be posting a task discussion. Use this thread to talk about any aspect of the task that you wish and share with others what you learned or what you found interesting about the task. Any completed tasks should be posted in the Concepts Course project postings sub-thread.

Task Primer

This weeks task had us designing a simple race-to-the-end style game. I am interested to hear what you thought about the task and how you went about accomplishing it. (I will add my two-cents after a few posts)

xenosus
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I was mostly just looking for

I was mostly just looking for something a lil different than a point a to point b. So, while I was at work I saw some movie box, cant remember what it was and the basic premise for my game came to me. After that I just had to find time to type it down.

As far as making the game, it was a bit fun, I'll be honest, I kind of want to try out the game I made and see if i can complicate it more while keeping it still fun, but I have too many projects as it is. lol

let-off studios
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Decisions & Struggle

I saw the race-to-the-end challenge as a call to make meaningful decisions possible in the kid's game arena. I'd played a lot of solo games lately (not much race-to-the-end style) and the classic Talisman (which is a prominent, cult-classic race-to-the-end example). My goal was to keep things light, but still permit someone who thinks about it do better than one who randomly rolls and moves.

My offering, "Clockwerk," has small "cells" along the path, and each cell has its own portion of a non-renewable resource: cards. The notion of set collection and secret information suggests that players who move around the path will have a better chance of finding what they need, while not revealing all that they're seeking. By leaving the decks of cards face-up, players will have some idea of what other players have, and where they ought to go next, so it's not completely random and not completely unknown information. Players will also have an idea of whether or not another player has their full set,since at that time they'll be heading directly for the finish/"F" space.

The rotation of path components is a way to add challenge and "Struggle," outlined in Costikyan's article. The one true random element involves these round pathways rotating one way or the other. Fortunately these paths aren't too large/long, so players - who can choose how far they move each turn - aren't stuck on them for too long. There are also action cards that can be used to mitigate this random position element.

I made the graphical component (the game board diagram) in about 15 minutes in MS Paint. :) It's good enough to bring the point across.

DifferentName
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Week 2

Think we'll do week 2 this week, or is it delayed for the holidays?

xenosus
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Critique

SLiV wrote:
Two adventurous friends are on a culinary journey through India, each refusing to be outdone by the other when it comes to eating spicy food. However, in a country known for its extremely hot curries, knowing when to break out a refreshing dessert can be just as crucial as having an iron stomach.

https://dl.dropboxusercontent.com/u/3757149/temp%20uploads/atasteofindia...

Components: gameboard, two pawns, two dice.

Setup: both players roll a die; reroll until unequal. The player who rolled highest places his pawn on the number they rolled. The other player places his pawn on 0 and starts the game. Players alternate turns.

Gameplay: on their turn, a player either chooses 'sweet' or 'spicy'.

Sweet - the player rolls one die, representing a sweet dish. They move back two spaces and then move forward up to the number they rolled.
Spicy - the player rolls both dice, representing two spicy dishes. If the two dishes are different, the player chooses which one to take; however, if they take the lesser one, their opponent may trump them and take the spicier dish. If the two dishes are the same, the player can either double down and take both, or share one of their plates with their opponent, who must accept. The active player moves forward a number of spaces equal to whatever number(s) they took. Then, if their opponent has a dish, they move forward that number of spaces.

If a player would land on their opponents spot, they instead jump over it.

Winning: a player wins when they hit 14. However, if they go over 14 they burn out and their opponent wins the game instead.

I like the basic idea of this game but it gets very confusing when the player rolls spicy. And what is the point of rolling sweet when spicy is always going to get you more moves? Especially seeing as the player takes a penalty for not doing spicy. And how are the numbers determined on the dice? Are they just d6's or pictures that require memorizing which is higher (and thusly having a memory component for kids)?

I don't want to sound mean, I'm just confused.

xenosus
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ok so there wasnt a post for

ok so there wasnt a post for week 2, and we should be on week 3 now, are we continuing this or what?

let-off studios
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Week 2 = Next week?

A lot of folks celebrate holidays this time of year, and their schedules are packed with obligations, family and otherwise. I completely understand if anyone would drop the ball on something like this at such a hectic time.

I say if we've not seen an update, let's keep it rolling ourselves as if week 2 began on the 5th. Sound like a good idea?

SLiV
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Continue next week

Yeah, continuing week 2 on the fifth sounds like a good idea.

Oh and I completely missed xenosus's response.

xenosus wrote:
I like the basic idea of this game but it gets very confusing when the player rolls spicy. And what is the point of rolling sweet when spicy is always going to get you more moves? Especially seeing as the player takes a penalty for not doing spicy. And how are the numbers determined on the dice? Are they just d6's or pictures that require memorizing which is higher (and thusly having a memory component for kids)?

I don't want to sound mean, I'm just confused.


I had a hard time writing down the rules for Spicy, even though they didn't seem so complicated when I playtested them. The idea was to add some choice based on what was rolled, instead of just roll and move. There's only ever two choices you have to make (Sweet vs Spicy, and what to do with your spicy dice), but the options are different if you rolled double.

The option to pick sweet is there so you can avoid going over 14. If you take Spicy then you have to move exactly the number you pick, no less. For instance if you're on 13, then going for Spicy is very risky (you win if you roll a 1, otherwise you lose), whereas Sweet is a bit more safe (you win if you roll 3 or higher, otherwise the game continues).

The dice are just D6, yeah.

Thanks for the comments!

DrFro
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Continuing on the Fifth

I was out of town myself until yesterday, and had no idea where we were on this. Glad to see I didn't miss anything! Looking forward to next week's course.

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