Wednesday, May 26, 2010

User Testing # 1

3 People tested out our board game today (May 26,2010).

  • We kept quiet and just record the whole play session.
  • Too bad we missed the chance of recording when we are interviewing the players for feedbacks.

The Players (Jason, Aveline and Elie)

Feed Backs:

We need to prepare a manual that provides the layout as well as card description.
WE NEED THAT!!! SERIOUSLY.

STATE THE OBVIOUS IN THE MOST NOTICEABLE FONTS (BOLD).
-How to start. Each player start out with 2 Metal,2 Plastic, 2 Glass.
-All Junk card in hand must be kept secret from other players.


USE EASY ENGLISH FOR USER-FRIENDLY GUIDE... WE TARGETING KIDS!!
  1. Logo change ( the current logo looks like a space-ship/ alien/ sci-fi) Green = Alien, Circle thing = Space Ship)

    2.Rule Book Simplicity needed for easy English

    3.Consider Modify card to stay as it provide fun to the game

    4.Image of Prowler and Collector have to be more obvious. (iconic like the prototype)

    -Prowler is a word that not even a college student will come across.
    - so we make the image have Evil Eyes, Red evil looking eyes for Prowler to symbolize a thief because that card allows players to steal cards from other players.

    -Collector: I suggest make the hand bigger to show the sucking trash action.
    - Worker: Add a BIG wrench behind the worker's back
    The wrench looks something like this.: http://blogs.toolbarn.com/mattg/uploaded_images/rapidslide-wrench-748854.jpg


    +Plus point more or less

    1. Action and Flavour description is ok when players can differentiate them in bold fonts and italic fonts.

      2. Understandable images (some) Elie said: Mechanic looks like a killer.

Anyways, so far I can generally say that the minor detail makes the rule book difficult to understand.

Upload a video of them playing soon. (wait for Raymond)
No interview footage.

Tuesday, May 18, 2010

LINKS TO THE CARDS

Unofficial card design: check and give feed back.

New Versions:
Card Back cover:http://sadpanda.us/images/134717-JBDKQYK.png

Board Layout: http://sadpanda.us/images/134716-HHA1WU6.png


Old Versions:

Card Backcover : http://sadpanda.us/images/134704-XF0PJ79.png
(error: Misspelled "Modify")
Board Layout: http://sadpanda.us/images/134702-XWQ9JXH.png


Card Template
http://www.npshare.de/files/9f17dd7c/CARD%20template.ai

Link to card template for ROBOT,EVENT,MODIFY, and FACILITY CARD.

Note, ERROR in file: misspelled on "MODIFY" Card. don't copy the notes.

Friday, May 14, 2010

Progress (Raymond)

This is my work progress...
Done all this only for now...

This is the prowler
Next is the Collector
Then Worker
Magnetic Storm next in line.
And who can forget Locust Swarm..
Why is it so small u ask? Coz it'll focus the locust more and the size of it..

Why no shadows in each of the art?
Coz i'm lazy! I'll never shadow them!
Muahahahaha*koff koff*
Actually I give up! I'm not doing anything anymore!

Raymond out.
P.S - Was juz joking bout everything. Feel free to comment by the way. Continuing to do work now. =D

Wednesday, May 12, 2010

Game Tweak + Graphics Document #1

Now that the game is more or less done in the gameplay department, we just need to tweak things.

First up, scans for Raymond. Sorry for being rather late about it, I got carried away with beating ghouls up with a bass guitar. Fallout 3 Mods <3

http://sadpanda.us/images/131931-ZDUY9C1.jpg
http://sadpanda.us/images/131932-3KJVK0T.jpg
http://sadpanda.us/images/131933-1B2986V.jpg
http://sadpanda.us/images/131934-VYRI0YO.jpg

We more or less decided on how to breakdown the work. Wayne wasn't here on Tuesday, we'll get to you tomorrow about that. If you don't come tomorrow then I'll plaster you with facebook messages.


As for tweaking and adding to the gameplay to get our net 6% on Monday.

5 New Event Cards:

Hooligan - Some hooligans have come to mess things up! They have destroyed some recycled goods. Each player puts a Green Point back into the Junk Pile.

Sponsor - A corporation wants to sponsor the cleaning effort. You may take a free Collector.

Scrapper - A scrapped has arrived to take apart unwanted robots. You may scrap an extra robot this round during phase 2.

Scorching Heat - The hot sun prevents you from going outside! You may not collect a Junk Card this round (AKA skip phase 1. Collector Robots may still collect)

The new idea was gamble cards. Basically during the start of each turn, a player may choose to take this card. These cards may provide advantages or disadvantages, hence its a gamble. They will be called Modify cards, as they are related to the player modifying their robots and the like. For now the ideas are:

Nitro Booster - You managed to make a booster for your collector robot. It can now move twice as fast! If you own a collector robot, it may collect 2 junk cards this turn.

Failed Booster - Your attempt at making a booster for your collector robot has failed! If you own a collector robot, it has been damaged and may not perform an action this turn.

Recycle Overcharge - By routing more power to your recycling center, it can temporarily operate more efficiently! If you own a recycling center, it may recycle two junk cards this turn.

Recycling Short Circuit - You tried routing more power to your recycling center to make it operate better but you overdid it and some systems have short circuited. If you own a recycling center, it may not function this turn.

Enhanced Prowler Vision - By modifying your Prowler's circuits, you managed to temporarily increase its vision! If you own a Prowler, you may look at another player's hand before choosing and taking whichever junk card you want when performing its action this turn.

Damaged Prowler Sensors - You messed up modifying your Prowler's circuits and its sensors were damaged. If you own a Prowler, it may not perform an action this turn.

If you guys got any/better ideas or any suggestions or think these ideas have problems, think about it and discuss it when we get back together. Or post it here.

Friday, April 30, 2010

Game Design Document #3

Revised version of the game with reduced complexity and 200 cards.

Cards:
Total: 200

Junk Cards

30x Metal
30x Plastic
30x Glass
These are the resources of the game, required to perform the actions in the game. These are arranged separately in three stacks. These three stacks are called the junk pile.
Total: 90

Robot Cards
20x Collector
Cost: 1 Metal, 1 Glass, 2 Plastic
The collector robot may collect one junk card. When using the collector robot, take one junk card of your choice from the junk pile.

20x Thief
Cost: 1 Metal, 2 Glass, 2 Plastic
The thief robot may steal a card at random from another player. When using the thief robot, take a card at random from another player's hand of your choice.

20x Worker
Cost: 2 Metal, 2 Glass, 1 Plastic
The worker robot is used to create gardens, farms and recycling centers. The worker robot is 'used' up when creating these facilities. You may need more than one worker robot to create a facility. When using the worker robot to create a facility, return the worker robot cards back to the robot pile. Take the facility card being created and put the junk cards from the worker robots underneath it.

Total: 60

Facility Cards
20x Garden
Constructed with two worker cards. This provides the player with 8 victory points

20x Recycling Center
Constructed with one worker card. You may recycle one junk card into 1 victory point per turn. When doing so, set aside a junk card in your hand face down. You may not use these cards anymore.

Total: 40

Event Cards
Mechanic Arrival - A mechanic has arrived in the area. You may build 1 more robot than usual.

Recycling Truck Arrives - A recycling truck has arrived in the area. You may recycle 1 junk card.

Magnetic Storm - Due to a magnetic storm, no robots may take any action.

Power Outage - Due to a power outage, recycling centers may not function.

Locust Swarm - A locust swarm in the area prevents any gardens and farms from being made.

Police Patrol - Due to a police patrol in the area, thieves may not be used.

Flood - There has been a flood! You and your collector robots may not collect any junk.

Tornado - A tornado is sweeping through the area. At the start of your turn, the player to your left removes a junk card from your hand at random ant puts it back in the junk pile.

Trader - A trader has arrived in the area. You may swap one junk card in your hand for any junk card of your choice in the junk pile.

Rubbish Collectors - Some rubbish collectors have arrived. You may collect one extra junk card.

Total: 10



How to Play:


Start:
Each player takes 2 of each junk card. They do not have to show these junk cards to the other player. The players decide who starts first and then follow the following 5 phases in turn.

NOTE: THESE PHASES HAS TO BE FOLLOWED IN ORDER

Phase 1:
At the start of your turn, take 1 junk card of your choice.

Event Cards
If you are the first player starting, take an event card and reveal it face up. The rule written on the event card applies to everybody until a new event card has been revealed. When all event cards have been revealed, reshuffle the event cards and repeat the process.

Phase 2:
You may choose to recycle one robot that you own. Take the junk cards underneath it used to build it and put them back in your hand.

Phase 3:
Any robots you own may perform their action. One action per robot.

NOTE: When using workers to create facilities, you may create more than one facility if you own that many workers. There was a misunderstanding about this today.

Phase 4:
You may build one robot. By doing so, take a robot card and put it into play face up in front of you, showing it to everybody. Put the junk cards needed to build the robot underneath it. You may only build up to 5 robots.

Phase 5:
You may use a recycling center if you own any.

How the Game would End:
Players repeat the 5 phases in turn until all junk cards have been drawn. When the last junk card has been drawn, continue the game and play until the 4th player is done with his turn, then the players will finish the current game.

Winning:
When the game has ended, each player counts up the number of points they have. This is determined from the number of cards recycled in addition to the number of gardens or farms the player owns. The player with the most points is the winner.

Strategies:
Using recycling centers is the speedy option. You can build them quickly and start recycling materials. Another advantage is that you can thrash your robots when the junk cards are running out and recycle those materials as well before the game ends.

Using gardens is the more efficient option. You use 10 junk cards to receive 8 points. With the recycling centers you have to use up 5 junk cards, then only you can start converting 1 junk card into 1 point. Building gardens also slows down the rate at which you get junk since you have to make space for your two worker robots and it is also slow. You require three turns to build a garden.

Wednesday, April 28, 2010

Game Design Document #2

After today's beta testing, here is the new document regarding rules and cards and everything in between.

Cards:
Total: 350

Junk Cards

60x Metal
60x Plastic
60x Glass
These are the resources of the game, required to perform the actions in the game. These are arranged separately in three stacks. These three stacks are called the junk pile.
Total: 180

Robot Cards
20x Collector
Cost: 1 Metal, 1 Glass, 2 Plastic
The collector robot may collect one junk card. When using the collector robot, take one junk card of your choice from the junk pile.

20x Thief
Cost: 1 Metal, 2 Glass, 2 Plastic
The thief robot may steal a card at random from another player. When using the thief robot, take a card at random from another player's hand of your choice.

40x Worker
Cost: 2 Metal, 2 Glass, 1 Plastic
The worker robot is used to create gardens, farms and recycling centers. The worker robot is 'used' up when creating these facilities. You may need more than one worker robot to create a facility.

Total: 100

Facility Cards
20x Garden
Constructed with two worker cards. This provides the player with 5 victory points

20x Farm
Constructed with three worker cards. This provides the player with 10 victory points.

20x Recycling Center
Constructed with one worker card. You may recycle one junk card into 1 victory point per turn. When doing so, set aside a junk card in your hand face down. You may not use these cards anymore.

Total: 60

Event Cards
Mechanic Arrival - A mechanic has arrived in the area. You may build 1 more robot than usual.

Recycling Truck Arrives - A recycling truck has arrived in the area. You may recycle 1 junk card.

Magnetic Storm - Due to a magnetic storm, no robots may take any action.

Power Outage - Due to a power outage, recycling centers may not function.

Locust Swarm - A locust swarm in the area prevents any gardens and farms from being made.

Police Patrol - Due to a police patrol in the area, thieves may not be used.

Flood - There has been a flood! You and your collector robots may not collect any junk.

Tornado - A tornado is sweeping through the area. At the start of your turn, the player to your left removes a junk card from your hand at random ant puts it back in the junk pile.

Trader - A trader has arrived in the area. You may swap one junk card in your hand for any junk card of your choice in the junk pile.

Rubbish Collectors - Some rubbish collectors have arrived. You may collect one extra junk card.

Total: 10



How to Play:


Start:
Each player takes 2 of each junk card. They do not have to show these junk cards to the other player. The players decide who starts first and then follow the following 5 phases in turn.

NOTE: THESE PHASES HAS TO BE FOLLOWED IN ORDER

Phase 1:
At the start of your turn, take 1 junk card of your choice.

Event Cards
If you are the first player starting, take an event card and reveal it face up. The rule written on the event card applies to everybody until a new event card has been revealed. When all event cards have been revealed, reshuffle the event cards and repeat the process.

Phase 2:
You may choose to recycle one robot that you own. Take the junk cards underneath it used to build it and put them back in your hand.

Phase 3:
Any robots you own may perform their action. One action per robot.

NOTE: When using workers to create facilities, you may create more than one facility if you own that many workers. There was a misunderstanding about this today.

Phase 4:
You may build one robot. By doing so, take a robot card and put it into play face up in front of you, showing it to everybody. Put the junk cards needed to build the robot underneath it. You may only build up to 5 robots.

Phase 5:
You may use a recycling center if you own any.

Players repeat the 5 phases in turn until all junk cards have been drawn or until a player has built his fifth building.

Winning:
When the game has ended, each player counts up the number of points they have. This is determined from the number of cards recycled in addition to the number of gardens or farms the player owns. The player with the most points is the winner.

Problems

Number of cards
While there aren't that many cards to design, there are a lot of them to create. 350 cards is quite a damn lot.


Balance issues
The game might not be completely balanced yet. Not that kids aged 7-9 years old know anything about balance. I think Gardens and Farms might be too weak at this point.

Complexity
Game might be too complex for kids. But we might be underestimating those kiddos. Kids of the digital age might be smarter than we think, but if we can somehow make it simpler, why not?

Saturday, April 24, 2010

A New Idea

Hi guys, Chaili reporting in.

It seems the current game mechanics are a bit headache even for my level, so I have come up with a simple game play using only cards, 3 kind of colors and a stick!

TOKENS:
  1. x number of products types separated with 3 different colors; namely GREEN for Papers and card boards, YELLOW for Plastics, and BLUE for Metal (tin and Aluminum) and Glasses.
  2. A flat width and standard pencil length plastic stick with a strong stand.

OBJECTIVES:
  • Make as many groups of 3 similar product types to get 3 points.
  • Make as many groups of 3 of the same color but different type of product to get 2 points.
  • Make as many 3 kinds of color cards to get 1 points. (Applied ONLY at END GAME)

SECTION 1: RULES

A. WHEN GROUPING THE CARDS

Players can only make one or two groups per turn and no more than that.

Every time a player wants to group a set of cards, he/she must state what's on them to prevent any cheating. Later the player will put to either his/her LEFT or RIGHT side according to what group it was made of. (Further detail on "AFTER GROUPING THE CARDS" section)
  1. Cards can be GROUPED if:
  • 3 similar type of product cards and same color are present.
Examples: [PRODUCT TYPE(Same Image+Name of product) + ONE SAME COLOR.
Plastic(Image+ Water Bottle) + Yellow printed on all 3 cards.
  • 3 different product but same color.
Examples: [Different PRODUCT TYPES(Different Images+Names) +ONE SAME COLOR
Plastic(Water Bottle)+ Paper(Magazine)+ Metal(Tyre Wheels)+ Yellow
  • ONLY the 3 kinds of color cards TOGETHER despite the type of product.(Only applies When Game Ends)
Examples: Plastic(Water Bottle)+ Paper(Magazine)+ Metal(Tyre Wheels) +[YELLOW, GREEN, BLUE]


2. Cards CANNOT BE GROUPED DURING GAME PLAY if and only if:
  • Both the product types AND colors are NOT THE SAME

B. AFTER GROUPING THE CARDS
  • Each group serve different points, players must separate them to 2 piles( put them on either the players' left or right depending on which group it was made of.)
  • LEFT: The 3 similar type of product cards and same color Group.
  • RIGHT: The3 different product but same color Group.



SECTION 2: HOW TO PLAY:

  1. Deal out 7 cards to each players.
  2. The remaining cards would be put in the center as one pile.
  3. The game starts when all the players agrees to whom will start first and continue clockwise.
  4. Each player have to go through 4 Phases.
PHASES:
  1. TAKE ONE: During a player's turn, only he/she will take only ONE card from the center pile.
  2. EXCHANGE:Each player will discard one card face down to the player sitting to his/her right. Then pick one card from the player to his/her left side.
  3. DISCARD AND GET FAST: During this phase, the player must discard another card from his hand and put it in the center and shout "SELL!", the other players who wish to obtain that discarded card will then race to get the plastic stick standing in the center and shout "SOLD!" and that makes the discarded card his to take.
  4. MANUFACTURED: If one or two card group of 3 can be made from the player's current hand, do so at this phase and the grouped cards will put aside to the player's left or right depending on which group it belongs to, the player will now take ONLY ONE card from the center pile and add to the remaining cards which will go on to the next turn, the player's turn will now end and the next to his left will start again from Phase 1.
END GAME:
either:
  • ALL PLAYING CARDS IN THE CENTER ARE FINISHED.
  • ALL PLAYING CARDS ARE GROUPED.
HOW TO WIN:
Group as many as possible to receive points and be fast during the 3rd phase.


SECTION 3: PLAYERS' SCORES
:
Each player will start counting the cards of the piles on both sides, starting from the Right Pile then moving on the the Left Pile, later add on Bonus Pile and finally minus the Black Pile.

How to Count each piles:
  • Right Pile: The total of cards is the 1st score.
  • Left Pile: Count 3 cards as 1 set and later multiply the number of set with 2 to get the 2nd score.
  • Bonus Pile: From both piles, sort out every three kinds of color to form 1 set and the total number of set is the 3rd score.(Now add all 3 scores to get the total score.)
  • Black Pile: These are the remaining cards at hand that were left un-group. For every 3 cards minus 1 point from the total score. No points will be deducted if there are 2 or less cards at hand.

Simple Calculation Formula:
  1. Right Pile= Number of cards= 1st score
  2. Left Pile= Number of cards/3= Number of sets x 2 = 2nd score
  3. Bonus Pile= From both piles>sort out 3 of a kind to form 1 set> number of set = 3rd score
  4. Black Pile= Every 3 cards at hand= -1 point( 4th score) , two or less don't affect score.
(1st score+2nd score+3rd score)- 4th score = FINAL SCORE

POINTS:

  • Right Pile:Players get 3 points for every group of 3 of the same type of product and color.
  • Left pile:Players get 2 points for every group of 3 of the same color but different type of product.
  • Bonus Pile:Players get 1 point for every 3 kinds of color but different product types.
  • Black Pile:Players get -1 point for every 3 cards that remained un-group when all cards in the center finished.
-------------------------------------------NOTES---------------------------------------------
ISSUES!!!
  1. Issue: We need a variety of product types and do consider the number of cards.
  2. Issue: What happens when both or more players were to put and shout "SOLD!" at the same time during the DISCARD AND GET FAST phase? Any preventions? Players then discard another card to get that card?
  3. Issue: what happen to the cards used for the exchange of the discarded card during the DISCARD AND GET FAST phase?
Solution:I was thinking about making a 'RESALER' phases where players will auction off the products to the highest bidder in exchange of coin tokens rather than the cards themselves, then again it comes to coin tokens which needs a solution to how the system would work.

Alvin's Solution: For the third phase, player who wish to get the discard card will need to get the plastic stick located in the center of the table. The player who first snatch the stick gets the card.

I want to name this game "DISCARD AND GET FAST!"

Saturday, April 17, 2010

Game Design Draft Document #1

Alvin here. Just to elaborate upon our idea. I might have changed some names of things and added other things here and there. Let me know what you think. This idea is mainly aimed at boys rather than girls, hence robots to attract them. At any rate I'm not how sure we can cater to girls with the recycling theme we have anyway. Recycling and junks aren't exactly flowers and rainbows.

Story:

People have polluted the world beyond hope and it is now a planet of rubbish. It is your mission to turn the world green again! Can you clean it up better than everybody else?

Tokens:
- Junk Cards
> Metal
> Glass
> Plastic


- Robot Cards
> Soldier
> Farmer
> Builder
> Collector


- Upgrade Cards
> Armour
> Power


- Building Cards
> Factory
> Garden
> Farm
> Recycling Center

[Note: Can have more if you have any good ideas.]

- Card Board per player, contains:
> Number of space squares
> Recycled goods space


Game Rules/Mechanics:


-Starting
> Players start with an empty board
> At the start of their turn they may draw a single junk card
> Junk cards occupy board space.
[Note: How junk cards occupy board space is up for debate. Either one space may contain a certain number of junk cards or all of one kind of junk card]

-Robots
> When a player has enough junk during their turn, they may build one robot
> Robots cannot be used on the turn they are built
> Robots may be upgraded on the turn they are built
> When a robot is built, draw a robot card and put the junk cards needed to build it underneath it

[Note: Robots either take up no space or may take up space on the board. Or we can have a separate robot space.]

-Using Robots
> Soldier robots may attack other robots. When you do so, target robot is destroyed. Remove the robot from game and take one junk card underneath it. The remaining junk cards go to the owner of the destroyed robot.
> Farmer robots may create gardens or farms. Farmer robots are used up in creating a farm, the reasoning being that it has to go maintain it.
> Builder robots enable you to build a factory or recycling center.
> Collector robots let you draw an additional junk card.

-Upgrading Robots
> Players may upgrade a single robot per turn
> You can upgrade a robot the turn it is built
> You may not use a robot on the turn it is upgraded
> You may not upgrade a robot that has taken an action
> Armour allows a robot to withstand a single attack. Instead of being destroyed, the armour card is discarded when the robot is attacked. You regain the junk card used to make the armour.
> Power increases how well the robot performs. Collectors may collect two junk cards. Builders may build two buildings. Farmers are worth more when building gardens or farms. Soldiers do not have a power upgrade.

[Note: Armour balances the soldier robot. The power upgrade is to make the upgrading mechanic a bit more meaningful. I think this complicates things though so we might want to think of another way to balance the soldier robot instead of having upgrade mechanics.]

-Buildings
> The Factory enables the player to build more than one robot per turn.
> The Recycling Center allows the player to recycle junk. Recycled junk goes into the recycled goods space. This is related to scoring.
> Gardens and Farms are used for scoring.

-Ending, Scoring and Winning
> The game ends when all the junk cards are used up or if somebody managed to fill all their spaces with buildings
> Players receive points based on the number of recycled goods cards they have.
> Players receive additional points based on the number of gardens and farms they have.

Issues:


x Soldier Robot Problems
> A player can build sufficient soldier robots at the start and just destroy whatever the other players build, stopping them from doing anything.

o Soldier Robot Solutions
> The armour upgrade can prevent this but I'm not sure how well.
> We can either limit the number of robots players can build. Maybe have a separate robot space. That way you have to balance offense and productivity.
> We can remove upgrades and use a shield robot instead.
> Soldier robots can reduce your points at the end of the game.


x Complexity
> I think the game has gotten pretty complex. Might be too much for 7-9 year olds.
> I could be wrong. Maybe we need to observe some test subjects to see what they are really capable of.

o Complexity Solutions
> Remove robot upgrade mechanics, balance soldier in a different way.
> Remove farmer, let builder do everything. Makes less sense though.


x Name
> Game needs a name.
o Name Solutions
> Recycle Wars (sounds kinda lame and has a violent connotation to it)
> Green World (name kinda gives the wrong image I reckon)
> World Clean-Up

Additional Ideas:


-Different Robot System
> Instead of robot classes, we have plain robots and we build arms for them. Then we have a fancy card that slots into other cards, or have a big card with transparent bits which you can slot cards into. Sounds cool but will probably complicate things too much. Something to think about.

-Mission Cards
> Risk style mission cards to add re-playability.

...................

Final Note:

That is all for now. Hopefully this is good enough to give everybody a clear idea of how the game is going to work. This doesn't have to be the game we make in the end, but this is what we have right now so lets work with it. If anybody can come up with another idea, mention it and we can discuss it and see if it is better.

Briefing

As I can see, still got Alvin and Wayne haven't accepted the request.

Anyway, I'm here to briefly say what are we planning to do for our Critical Games Studies. We're gonna take Robots into our gameplay. We make the robots to destroy other robots, create factories and some other stuff. To make the robots, we'll need some metal junks and parts. This will be something like a junkyard wars or something.

For the Robots. There will be the Attack Bot, Collector Bot and Farmer Bot. Attack Bots can destroy other bots and gain one of the parts. This can be countered by equipping Armor into your bots. But once the Bot is attack, the armor will be discarded.

So, the objective to the game is gain Victory Points or Cleansing Points or Some other cool names you guys can think of. We also added Mission Cards. By solving missions, the player can gain additional Victory Points. To gain Victory Points, one must make a Recycling Factory. Then convert the recyclable junk such as plastics into a new object.

So, there you have it. Correct me if I'm wrong and Add some stuff if I forgot something.

Raymond Liew.