CAGD 170

  CAGD 170 

Video Game Design

ePortfolio Post3

Group 22


    This game's name is "Paper Putt Party", a player vs player game with basic rule based on Golf. The feature of this game is that the player can create the map to play before they play the game. Players flick the ball and reach the goal while avoiding the boundaries which players set.
    Target audiences are 14 - 20 year's old, people who like to be excited with their friends. This game is designed to excite players and they have fun with their friends or someone. I'd like to appeal to people with the point that people can get excited with your friends.

    We started designing the game by inspiring the rule of Golf Point structure is based on Golf, players who get less points wins. The game rules have been too simple, because it was hard to design the game. 

    Game system was simple but it had a high degree of freedom. So, we had to define the rule clearly and simply. For example, any dots rules were not clearly defined and player can play the game in a situation which we did not think. So after the observation, I requested to fix and added another rule to the rule sheet. 

    Another issue was discovered after the playtest. Before playtesting, I have already thought about the vulnerability of boundaries. Before editing this section, players could create 2 fields and the game system collapses. I could get nice feedback from the playtest with members in other teams, I think I could reflect that playtest nicely. 

    We also had another problem on the ball. Players left balls on the play area after the turn of the player ends. If so, other players can hit the other player's ball and make it drop. I did not want player's balls to hit each other. So I added the player's marker on the Rule sheet, which works similar to the marker in Golf on green to avoid collisions of balls. After that, one player frequently forgot to put a marker after the player's turn, but most players did not forget to put markers. So I hope that worked nicely.

    As I mentioned above, to make the game more complicated, we added some additional dots which make the game play more varieties. The most expressive material is the Hazard dot. This seems to be really similar to the pond in the Golf field. At maximum, players can put 2 hazard dots, but players can choose not to put or just put 1 dot. 

    Through this project, I learned how difficult it was to design a simple-structure board game which has a high degree of freedom. Also I learned that the boundaries of such games tend to be general, so the designers have to define carefully and clearly. To design a game whose boundaries depend on the player's decisions always has the risk of collapsing the rule. To avoid this situation, some limitations and conditions are necessary.



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Group 14

This game is a strategy game in which 2 players compete by selling vegetables. Players will be farmers and they run their own farm. There are Harvesting Time twice in the game, they get their profit at that time.

Main target audience is elementary age and competitor type players. I design this game as it will not be too difficult. Writing specifically, I did not want players to calculate by using multiplication. At this point, this game is suitable for elementary age people.

As I mentioned above, the core design of this game is that the players will not use multiplication when they calculate their profit. I decided that I will not change this idea. My first idea was similar to the other farming simulation game, the player buys items which affect the outcome of play. If I added this resource to the game, I thought that the calculation would be complicated. To avoid multiplications, I needed resources which affect the game should be constant value under specific situations. First idea is a bonus, if players plant one kind of vegetable on every kind of soil, they get a bonus when they get profit. That bonus was multiplication, but I replaced it to add.

Second thing I made a calculation simply is the soil. I had already thought that I was going to add some features to the soil. First idea of soil features was increasing the sale price, such as increasing 50% of the vegetable harvest amount if the player plants the vegetable on golden soil. However, this idea was also declined for the same reason. I changed my opinion from add to decrease. The procedure which gives $10 to the player was still on the rule sheet, so I made the way to use it. I made the cost to plant vegetables, and gave features to soils that they decrease or reduce the cost to plant vegetables. The reason why I gave this feature is I wanted to add some changes to their profit by making the gap between the cost to plant and the amount to decrease the cost to plant. According to this change, the sale price and planting cost of vegetables were added, but their gaps are all $1. Tomatoes cost $2 to plant, $3 to sell, carrots cost $1 to plant, $2 to sell, and cabbages are free to plant, $1 to sell. I made sure that players will get the highest profits if they plant tomatoes on the golden soil. Most of the things I struggled to design were these two issues. Based on these ingenuities and ideas, I edited the rule sheet and designed this game.

In my opinion, every task was completed on time. Also, I reflected the rubric, critique, and playtest observation to explore the rule sheet. From an observation, I saw that players were taking time to exchange their money. So I changed that one $10 card to one $5 card and five $1 cards in the setup.

Overall, I think I could move the project forward in a good way. I’d like to keep  this process in the next project.

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 Group 16

Our game is based on Solitaire, not too much changes. Our game has two different features, Joker cards and the goal. The joker cards can be used as a wild card, and the goal is to flip all cards up and 0 cards on the deck.


Main target audience is people who have played Solitaire before. I have never thought about the age of target audiences. I think this game does not depend on the age of the player. I’d like to appeal to the audience that the main rule does not change too much and is easier for the player who has ever played Solitaire before.


To start designing the rule sheet, I was starting to understand the rules of Solitaire because I’ve never played Solitaire before. I learned the rules from YouTube videos and played Solitaire in Google Chrome. (Sorry for the below image's language is Japanese)



Second, I started writing procedures and rules for the original Solitaire in my word. I was careful to write accurately for each step. I was a computer science major and have some knowledge of programming, the process to instruct and limit the actions. So I guess such experiences helped me to write rules in detail.

I was looking for images of cards, but I could not find them. So I created it in Adobe Express and Photoshop. Right now, I think the best option is to take pictures in real life for each situation. I have cards to play, but the color is separated into 4 different colors and looks a little bit complicated for the image in the rule sheet, so I chose to make the image.



When I decided to add Joker cards in the game, there is a probability that the Joker breaks the game and is bored. So I was careful to write a description and limit to move Joker cards. By locking the movement after using the Joker, it should be a good difficulty to use joker cards. 

For another rule, the goal is inspired from the Solitaire in Google chrome. If every card is face-up and the deck cards are all moved to the Tableau piles, every card will be automatically moved to the foundation piles and the game will be over. I felt that the time to move every card to the foundation piles was a waste of time, so I determined that goal.

The only problem I faced is that there were some long sentences in one bullet point. This made it harder for the player to understand the rule. There was no problem with the game design issue.

I did not feel any problems from the delay of task completion. I completed the rule sheet before the due date and had enough time to edit from the feedback and the rulesheet of the other group.

I cannot answer the solution about task completion because I’m still on the way to learning it. But I can say that the communication in high frequency is important to manage the project. 

To change the development process, I’d like to manage by using Jira or Trello, or other software which accelerates the efficiency of progress. I usually use them for other projects and other teammates can also check the progress of other teammates. 

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