Thursday, August 26, 2010

Title:Othello; Name:Tan Tze Ninn (C-14263)

Title: Othello (An extension of Reversi).

Materials:
1. Simple 2D board depicting an 8 by 8 grid of squares.
2. 2 different sets of 64 tokens (traditionally coloured black and white), or, optimally, a set of 64 double-faced tokens, capable of being flipped to represent the other player’s token.

Rules:

· Constitutive:
1. The game initiates with two of each player’s token positioned in the middle of the grid to form a square; each player’s tokens are positioned in a diagonal fashion.
2. Players take turns to place tokens – 1 token is placed per turn. Traditionally the dark player (black tokens) starts first.
3. When a token is placed by a player, any adjacent contiguous line of opponent tokens from the placed token, vertically, horizontally, or diagonally (in both ways) between the newly placed token and the directionally closest player’s existing tokens are said to be “captured” or “converted” and is changed into the player’s tokens.
4. The game ends when a player no longer have any legal moves, that is to say, either the board is filled up or there are no pieces to legally convert during the player’s turn. The winner is the player with the most tokens on the board at the end of the game.

· Operational:
1. Players can only put a new token in a position where at least one of the opponent’s token is converted as a consequence of that move.
2. The game is generally played between two players, or single player against a computer.

· Implicit:
1. Adding, removing, or changing the position of existing tokens of the board is considered cheating.
2. Taking back a (set of) move(s) is generally not accepted as the game is strategic in nature.
3. Taking too long to make a move is also normally unaccepted by the other player.

The Game of Life ( Architecture Review )

Title: The Game of Life
Materials: The board, 2players-6players

Rules:
-Each players is given $10,000 as a starting cash.
-Each player gets to choose between career or college.
-Each player must spin the wheels to determine the die for a number.
-Each player must be in a square in the game.
-Each players must be represented by a piece that is in the form of a colourful car in the game.
-Each player have to do what each square asks them to do
-The board must have a spinning wheel to determine the roll call.
-Winner is determine whenever any player reach their 1st " 1 Million " or until someone reach bankrupcy.

Operational Rule:
-Each player may loan money from bank. ( Must pay back or interest will be added )
-Each player may choose jobs or career/college
-The game must have 2-6 players in 1 game.
-Each player must spin the wheel to get the number for roll call

Implicit Rule:
-Limited movement of 10 steps is applied to the game
-Limit players to be on only 1 square at a time with 1 function.





Amzar Mustazly Bin Mustaza
Diploma in Games Technology
C-17274

Title: Congkak Name: Andrew Sin Chun Ming

Materials: A Congkak board, 98 identical seeds.

Constitutive Rules
-Each player is given control of a set of holes and an additional store.
-One set of holes contain 7 holes.
-Each hole contains 7 seeds except the stores which will remain empty.
-Player’s score is the number of seeds in their left-hand store.
-Players take turns moving the seeds except in the first move which is performed simultaneously.
-During a player’s turn, player removes all the seeds from a hole under their control of their liking and distributes them evenly in each hole (one in each) clockwise from chosen hole.
-During distribution, the player skips opponent’s store but not player’s own store.
-If the last seed falls into an occupied hole, all the seeds will be removed from that hole and distribution continues from that hole.
-The process continues until the last seed falls into the player's store, or an empty hole.
-The player earns a free turn if the last seed lands in the player’s own store.
-If the last seed falls into a hole controlled by the current player, the player captures all the seeds directly across from the hole the last seed falls into, on the opponent’s side.
-When all seeds are relocated into stores, the game is over.
-The player with the highest score wins.

Operational Rule
-The player is forced to skip turns as long all holes under the player’s control has no seed in any of them.


Implicit Rule
-Undo not allowed.
-Minimum and maximum of 2 players only.

Wednesday, June 30, 2010

DGA1234 Games Architecture & Design Assignment 2 Board Game

Team Members:
Wong Yu-Thai 17063
Chong Yoong Sin 17178
Cho Hooi Khim 17165
Yeoh Wei Shing 16905


Main game (The Shelter Zone)
RULES:
-Players are required to roll dice after every turn.
-A counter will increase for each dice roll.
-Players can choose to pass or build a shelter every turn.
-Resupply when counter reaches 18 points. (100 gold)
-Shelters can only be built on flat terrain.(no other objects in the way)
-May not accommodate more than allowed victims.
-Capacity increases with each shelter build.
-Victims will heal from their ordeal and will leave the shelter after counter reaches 18 points.
-Money will be given for each victim who leaves.(10 gold)
-Amount of victim coming and leaving the shelter will be based on dice roll.
-New victims will arrive at the shelter when counter reaches 12 points.
-Players can play a mini game to increase their money.

Mini Game
RULES:
-Two players are needed in order for game to commence.
-Units must be placed on their given location.
-Players take turn to move their unit.
-Only 1 unit is allowed to move in each turn, including attack.
-If a player takes out the other player's emperor unit, game is over.
-Player are given 30 seconds to consider their move.
-A single round of game lasts for only 8 minutes.
-When a unit is taken out, it is removed from the playing field.
-Players are not allowed to repeat moves for more than 3 times.(Example: repeating a move from left to right, then right to left on the same position)
-If either player are left with only the emperor unit, it is considered a draw.

Tuesday, April 27, 2010

Title:Clown Catcher Name:Lim Wei Choon

Constitutive Rule
- Players given 3 lives at the beginning of the game
- Players are given only 3 chances to catch the clown
- Players will loses a live if they run out of capture chance
- There are total 10 stages in this game.
- Live count will decrease if players fail to catch the clown in time
- Live count will decrease if players are running out of catching chance
- Game will over if players run out of lives
- Every catch gives the player 10 points
- Every successful consecutive catches in a single click will increase a combo counter which will multiply the score gain of the player
- Another clown with a darker color hue called "Dark Clown" will appear later in the game, and it’s movement speed is more faster than normal clown
- Clicking on the Dark Clown will be counted as a failure to capture the clown, costing the players their limited catching chance

Operational Rule
•Some special functions are available in the game.
•Players can gain different weapon help to pass the stage.
•Players also can buy weapon by using the point gain in the game.
•Players can upgrade their life become stronger by using the point, their limited catch count via upgrades until a maximum of 5.

Implicit Rule
•Limited life given to players.
•Limited time to clear each stage.

Balancing issues
When the game progresses, the clown will starting move faster and faster, thus the increase in difficulty. The lives in the game given the players chance least they frustrate after repeating failed attempt. And to reward the players or their precision, a score multiplier will continue to increase as long as players catch the clown in a single click. Also, in increase the difficulty, another clown , the “Dark Clown” , will appear alongside the original clown, and will behave similarly as the original Clown, to try and hinder the players progress. This Dark Clown will also balance the game because without it, the players easy to win, if there are fail when catch the dark clown. The upgrades option gives the player a better chance to score better in their game.

Monday, April 26, 2010

TITLE : Catch The Naughty Clown NAME : Ch'ng Guo Wei 16942

Constitutive Rule
·There are total 10 stages in this game.
·Players are given 3 lives.
·Each stage has a limited time of 3 minutes to complete the level.
·Players earn 10 points for each catch.
·The difficulty will increase after each stage.
·Players need to score certain point to complete the level.
·The require score to go to the next stage will increase in every stage.
·The speed of the clown will also increase in every stage.
·A special clown will appear randomly in each stage. This clown has a faster movement speed than the normal clown.
·Players who fail to catch the clown will lose a live and have to try again.


Operational Rule
·There are several special functions which will available after clearing a certain amount of stages.
·Players can gain a special skill help to pass the stage.
·Players also can buy walls to slow down the movement of the clown.
·Players can recover their live they lost by using their scores.

Implicit Rule
·Limited life given to players.
·Limited time to clear each stage.

Balancing Issue
As the game progresses, the clown speed will move faster than the last stage, thus the increase in difficulty of the game. In each stage a special clown will appear randomly in the stage. This clown has a faster movement speed than normal clown. This special clown is a boss. The special functions let the user have a higher chance to clear the stage. Players can upgrade their live to survive by using their scores they gain while playing.

UI- Design Analyze a Game

Name: Tan Yen Khoon

Student id: C 16699

Week 2 class work (UI- Design Analyze a Game )




Sunday, April 25, 2010

NAME : Lee Zen Chee 16546 , TITLE : Clown Catcher

Constitutive Rule
- There are given 3 lives for the players.
- There are given 3 chances to catch the clown for the beginner, 1 chances for stronger player.
- Player will lose a live if they run out of capture chance.
- Fail to catch the clown in time or finish all the catching chance will decrease one of the live count.
- Players will lose the game if they run out all the lives.
- There are given three color for the clown to catch, blue is 10 points, red is 30 points, green is 50 points. Every color catch gives the player points
- Every successful consecutive catches in a single click will increase a combo counter which will multiply the score gain of the player.
- There are another clown which is a darker color called as "Dark Clown" will appear lately in the game, and it will move faster than the original clown.
- Clicking on the Dark Clown will be counted as a failure to capture the Clown, costing the players their limited catching chance.

Operational Rule
- There will given an upgrade option for the player.
- Players purchase upgrades with their score.
- Players can upgrade the size of the "Capture Net" that player use it to catch the clown until a specific size.
- Players can increase their limited catch count via upgrades until a maximum of 5
- players can decrease the movement speed of the Dark Clown via upgrades until a fixed minimum value.
Players can play bonus stage while hit the bonus achievement.

Implicit Rule
- limited click chance
- limited time to catch the clown

Balancing issues
When the game progresses, the clown will starting move faster and faster, thus the increase in difficulty. The lives in the game given the players chance least they frustrate after repeating failed attempt. And to reward the players or their precision, a score multiplier will continue to increase as long as players catch the clown in a single click. Also, in increase the difficulty, another clown , the “Dark Clown” , will appear alongside the original clown, and will behave similarly as the original Clown, to try and hinder the players progress. This Dark Clown will also balance the game because without it, the players easy to win, if there are fail when catch the dark clown. The upgrades option gives the player a better chance to score better in their game.

Sunday, April 18, 2010

Name: Yeoh Wei Shing
Student ID: C16905
Title: Clown Catcher

Constitutive Rule
- Players are given 3 lives at the beginning of the game
- Players are given only 3 chances to catch the clown
- Players will loses a live if they run out of capture chance
- Live count will decrease if players fail to catch the clown in time
- Live count will decrease if players are running out of catching chance
- Game will over if players run out of lives
- Every catch gives the player 10 points
- Every successful consecutive catches in a single click will increase a combo counter which will multiply the score gain of the player
- Another clown with a darker color hue called "Dark Clown" will appear later in the game, and it’s movement speed is more faster than normal clown
- Clicking on the Dark Clown will be counted as a failure to capture the clown, costing the players their limited catching chance

Operational Rule
- An upgrade option is available
- Players purchase upgrades with their gained score
- Players can upgrade the size of their "Capture Net" until a specific size
- Players can increase their limited catch count via upgrades until a maximum of 5
- Players can decrease the movement speed of the Dark Clown via upgrades until a fixed minimum value


Implicit Rule
- Limited click chance
- Limited time to catch the clown

Balancing issues
As the game progresses, the clown will move faster and faster, thus the increase in difficulty. The lives system is here to give the players chance least they frustrate after repeating failed attempt. And to reward the players or their precision, a score multiplier will continue to increase as long as players catch the clown in a single click and without any miss. Also, in increase the difficulty, another clown, the “Dark Clown”, will appear alongside the normal clown, and will behave similarly as the original Clown, to try and hinder the players progress. This Dark Clown will also balance the game because without it, the players will only lose if they fail to catch the clown. The upgrades option gives the player a better chance to score better in their game.

TITLE : Catch The Naughty Clown NAME : Wong Choo Chuan 17119

Constitutive Rule
·There are total 10 stages in the game
·Players are given 5 life.
·Players are given time 2 minutes to complete the level.
·Players can earn 10points for each catch.
·Difficulty will be increase following the stage increasing.
·Players need to score certain point to complete the level.
·Score to complete the level will increase for each level.
·The speed will keep increasing for each stage.
·Dark clown will appear randomly in the stage. Dark clown have faster movement speed than normal clown.
·Players who fail to hit the target for each stage will need to start the game from the beginning.

Operational Rule
·Some special functions are available in the game.
·Players can gain different weapon help to pass the stage.
·Players also can buy weapon by using the point gain in the game.
·Players can upgrade their life become stronger by using the point.


Implicit Rule
·limited life given.
·limited time to pass the stage.


Balancing Issue
As the game progresses, the clown speed will move faster and faster, thus the increase in difficulty. After the certain level, Dark clown will appear randomly in the stage. Dark clown have faster movement speed than normal clown. This Dark clown appear is to interruption and confuse the player. The special functions let the user have a better chance to pass the stage like upgrade their life become stronger by using the point.

UI- Design Analyze a Game

Name: Ong Zhan Quan (C16566)
UI-Design Analyze a Game (week 2 classwork)




Monday, April 12, 2010

UI- Design Analyze a Game



Name:Cheng Kah Chun (C16700)


UI-Design Analyze a Game (week 2 classwork)


UI- Design Analyze a Game

Name:Christopher Chew (C16710)
UI-Design Analyze a Game (week 2 classwork)

Monday, April 5, 2010

UI- Design Analyze a Game

Name:Jeffrey Yew Cong Jie (C16737)

UI-Design Analyze a Game (week 2 classwork)

Sunday, April 4, 2010

UI- Design Analyze a Game

Name : Kek Ken Lee ( 16720 )
UI - Design Analyze a game ( week 2 classwork )


NAME : CHONG YOONG SIN 17178 , TITLE : Catch The Naughty Clown

Constitutive Rule
-Players are given 3 life.
-The game have total 20 stages.
-Difficulty will be increase following the stage increasing.
-Player can earn 10points for each catch.
-Continuously clicking the clown can earn double score if without a miss.
-Speed will also keep increasing when move on to the next stage.
-Dark clown will appear at the end of each stage. Dark clown have faster movement speed than normal clown.
-If lose all the life given, players will play from the beginning again.

Operational Rule
-Players can gain different weapon help to pass each stage.
-Players also can buy weapon by using the score.
-Coin can be get in the game.
-Players can play bonus stage while hit the bonus achievement.
-Capture net can be upgrade.

Implicit Rule
- limited click chance
- limited time to catch the clown

Balancing issues
As the game progresses, movement speed of the clown will be increase and difficulty also will be increase. Double score can be earn while clicking the clown without a miss.It is a little action game.After the fifth level, it will appear a colorful clown to make players confuse. By clicking the colorful clown, players will lose their combo they made previously. The special functions let the user have a better chance to pass the stage.

Monday, March 29, 2010

NAME : CHO HOOI KHIM 17165 , TITLE : Catch The Naughty Clown

Constitutive Rule

» There are total 20 stages in the game.

» Players are given 1minutes to complete the level.

» Players can earn 10points for each catch.

» Players need to score at least 100points to complete the first level.

» Score to complete the level will increase for each level.

» Players who can click the clown continuously without a miss can earn double points for each click.

» Combo that players make will be continuing to the next stage.

» The speed will keep increasing for each stage.

» Players who fail to hit the target for each stage will need to start the game from the first stage.

» After the fifth level, it will appear a colorful clown.

» If players accidentally click on the colorful clown, combo that the players did earlier will lost.

Operational Rule

» Some special functions are available in the game.

» The special functions that contains in the game included slow down the movement of the clown, increase the life for each stages and earn double point for each click.

» Players can purchase the special funtions with the extra points they earn from each stage.

» Players can maximize their life become 3 for each stage.

Implicit Rule

» Only one minute to catch the clown for each stage.

» Special functions can only be purchase after the fifth level.

Game Description

Catch The Naughty Clown is a little action game. In this game, the naughty clown will keep moving in the playing field. Players needed to catch as many naughty clowns as they can in one minute. There are total 20 stages in the game. The movement of the clown keeps increasing in each stage. The difficulties of the game will also increasing for each stage. Players needed to reach the target points for each stage to move on to the next stage. Players who fail to reach the target for each stage needed to start the game from the first stage. After the fifth level, it will appear a colorful clown to make players confuse. By clicking the colorful clown, players will lose their combo they made previously. Besides that, the special function will also appear on the fifth stage. Players can purchase the special function by using the extra points they earn from each stage. The special functions let the user have a better chance to pass the stage.

Sunday, March 28, 2010

NAME : WONG YU-THAI 17063 , TITLE : Clown Catcher

Constitutive Rule
- players are given 3 lives
- players are given 3 chances to catch the clown
- player loses a live if they run out of capture chance
- failure to catch the clown in time or running out of catching chance will decrease the live count
- players will lose the game if they run out of lives
- every catch gives the player 10 points
- every successful consecutive catches in a single click will increase a combo counter which will multiply the score gain of the player
- another clown with a darker color hue called "Dark Clown" will appear later in the game, and it will move as fast as the original clown could
- clicking on the Dark Clown will be counted as a failure to capture the Clown, costing the players their limited catching chance

Operational Rule
- an upgrade option is available
- players purchase upgrades with their score
- players can upgrade the size of their "Capture Net" until a specific size
- players can increase their limited catch count via upgrades until a maximum of 5
- players can decrease the movement speed of the Dark Clown via upgrades until a fixed minimum value

Implicit Rule
- limited click chance
- limited time to catch the clown


Balancing issues
As the game progresses, the clown will move faster and faster, thus the increase in difficulty. The lives system is here to give the players chance least they frustrate after repeating failed attempt. And to reward the players or their precision, a score multiplier will continue to increase as long as players catch the clown in a single click. Also, in increase the difficulty, another clown , the “Dark Clown” , will appear alongside the original clown, and will behave similarly as the original Clown, to try and hinder the players progress. This Dark Clown will also balance the game because without it, the players will only lose if they fail to catch the clown. The upgrades option gives the player a better chance to score better in their game.