Tuesday, July 31, 2012

Titanus : The Battle for Gaia (Part 2)



Group name : ZElementZ


Group members :
Tan Tsu Shen     C18627
Lee Wooi Yee   C18734
Leow Kean Tat  C18363
Lim Ken Gee     C18802
Melisa Lim        C18788

(Continued from previous post ...)

Game play / Game Mechanics:


Special Features of the game :
1. Wormholes

- Practically the teleport structure capable of sending units to the next adjacent square upon stepping on it and player’s choice. It will trigger Attack Sequence if the other side of the wormhole has units from opposing nation.

- Subject to weather conditions.

2. Hills/Rivers 
- The secret passages/shortcut to another nation.

- Takes 10 rotations to build.

- Once built, player’s units standing adjacent to their respective Hill/River will be considered at adjacent range to their enemies’ units (Even though the opposing nation has not finished building their secret passage).



3. Weather 
- Based on 4 different weather carries 4 different effects:-

A) Blizzard
- Construction of bridges on Rivers are halted for the corresponding
player having this weather card on effect.

B) Sunny (Clear Day)

- Neutral Effect, no negative nor positive effect. A good day to send 

your troops to die.
 







C) Earthquake
- Construction of bridges on Hills are halted for the corresponding
player having this weather card on effect.


 


D) Sandstorm
- Wormholes cannot be entered as long as this weather is on effect for
       the corresponding nation. Units standing adjacent to the wormhole
       will be sent over immediately IF there is no opposing nation units
       at the adjacent squares on the other end (triggering an attack
       sequence if there is any units) if the Sandstorm weather
       subsides.

 

The game is split into 2 phases, Buying phase --> Moving phase as 1 rotation.

Preview : The board during gameplay
(Weather Card Deck in the center, with each nation's having a weather card picked during Buying phase and placed at their corner)
(Coins of nations is kept at their side as well)















Buying Pase


The phase whereby players gain coins based on a die's roll per rotation (Is not valid during first turn of each nation's game play)
- Then the nation chooses to buy any units based on the prices stated below AND select the weather of their nation based on the weather cards at the center of the board

Warrior - 3 Gold Coins
Archer - 4 Gold Coins
Magus - 5 Gold Coins
Lance Knight - 9 Gold Coins

(All Pawns used in this game are paper-made with the labels "W" for Warrior , "A" for Archer, "M" for Magus, "L" for Lance Knights)


Attacking Phase


- The first nation to start will move each unit available based on dice rolls. (Every unit goes by only 1 die roll except Lance Knight which goes by 2 simultaneous dice rolls)

- Player can choose to skip some unit's movement albeit to defend their nation.

Victory Condition : All units cleared within the nation and an enemy nation's unit is Adjacent to the Headquarters (Labeled by the name of the respective nation - SUN,MOON,ARMS,CROWN).


Preview of the board with units on it.

Titanus : The Battle for Gaia (Part 1)

Group name : ZElementZ

Group members :
Tan Tsu Shen     C18627 
Lee Wooi Yee   C18734
Leow Kean Tat  C18363
Lim Ken Gee     C18802
Melisa Lim        C18788

Game Title : Titanus : The Battle for Gaia

Overall Review : 
This is a Turn-Based Strategy(TBS) board game. Its main goal is to Command and Conquer , similar to C&C computer franchises like Red Alert and Tiberium Wars.


Board Preview :


Contents used : Mahjong Paper (For board) , Dices(x3), Cards(x12), Coins (x80).


The game can be played by 2 to 5 people. The 5th person will be in charge of the coin handling and  weather management, easing the burden of the 4 players. (He is then known as the "Mercenary").


Each player is to receive the following items upon start of the game :
A Flag of the Nation of their Choice (SUN,ARMS,MOON or CROWN) - Symbolises their command over a nation,

Coins(x12) (Below is the preview of the coins used);

Explanation of game play shall be further endorsed in the next post.

Blitzkrieg: Battleship Board Game


This is our main board which consists of all our materials.
We used: Pawns, Dices, Paper, Pencil and a coin
Ships can be moved in its own territory only depending on its type.


This is a portion of the special effects the tiles have. For example in this picture we have the ? tile.
It means we have to flip the coin. If heads we draw a card, If tails we skip a turn.
We have 7 different types of cards and multiple of them.


This is the board game when being played between two players. Any ship that has taken damage will be recorded down by 2 different players recording for 2 different players.


This is our recording sheet of paper.
We use pencil to mark which ship has taken damage and if it has no more remaining hit points it is then removed from the Battleship board.
The Ships hp are:-
Basic ship - 2 HP
Destroyer ship - 3 HP
General ship - 4 HP


This is an example of the ships territory and position. They can be position randomly
Basic ship in Blue tile.
Destroyer in black
General in Yellow

This is our Blitzkrieg: Battleship Board Game
By: Prakash, Melvin Lim, Saw Tze - Jie, Ch'ng Seng Leong and Ooi Ken Yong

Wednesday, April 20, 2011

Thursday, April 14, 2011

(Play Ball) Name:Wong Poh Ling

Link:www.gamersenterprise.com/playphp?act=play&id=3302&name=PlayBall


Game: PlayBall

Types of game: Flash Game

Level: 1 - 9

Description: A fun little game where you have to use a blue yoyo type ball to collect all the green

ones while avoiding the red ones.

Game play

· Control a blue yoyo type ball ,with this ball have to capture the green ball

flying through the stage (Control with mouse) .

· While capturing the balls, the progress bar will be raised, but over the time it will fails.

Goal

· Completing the progress is the main target in PlayBall.







Music Catch, Hong Ang Hoe



Title: Music Catch ( http://home.scarlet.be/~bbonte/portal/mus

iccatch.html )

Game Description:

This sketch is similar to the original game. Size and the amount of shapes appearing during the song are playing. Main purpose: Use the cursor to collect as many shapes as possible to increase your points score.

Shapes:

Blue shapes: Gain points

Green shapes: Gain points

Red shapes: Decrease the points multiplier on your cursor

Yellow shapes: Increase the point multiplier on your cursor

Purple shapes: Suck whatever color of each shape except red shapes

Gameplay description:

Initially, the cursor is in small in size, the function is to collect all the shapes. When you collect the yellow shapes, your cursor will grow larger due to adding your multiplier points into it that allow you to take in more shapes and gain more points as usual. As for red shapes that you have collected, it comes to a cons, that is decreasing the multiplier size of your cursor, avoid collecting the red shapes. Be aware that, when your cursors grows larger, the percentage of accidentally collecting red shapes are high.

Positive aspect 1: Complexity increases with better gameplay experience.

The more yellow shapes collected, the larger the cursor you obtained, however, it is difficult to avoid the red shapes that appearing simultaneously.

Positive aspect 2: Interface and controls is simple.

There is no clicking involved, theres only hovering the mouse to collect the shapes and avoid the red shapes.

Negative aspect:

The game always keep playing the same music from start to the end.


Wednesday, April 13, 2011

Music Catch. Name: Koay Yiong Chieh

This is the sketch that similar to the original game. Size of shapes is depends on the distance between the shape and the line that it appear during the song is playing. Shapes will become bigger and bigger while it moving far to the line, otherwise it will become smaller and smaller.

Main purpose: Player just simply moving around his mouse as cursor to collect shapes to earn their points.


Shapes:

Aqua color: simple shapes that give player points

Yellow color: increase the cursor size and the multiplier

Red color: decrease the cursor size and the multiplier

Purple color: It will temporary let cursor to absorb all color shapes except red color during the short duration.


Positive aspect:

1.) The cursor is randomly increase the multiplier by 1 or 2 while collected 1 yellow shape. Example: X15 -> X16 , X32 -> X34

2.) The game interface and game control is simple and user-friendly.


Negative aspect:

1.) The game is loop the same music all the time.

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)