RPG Games.
Intro.
This game is about 3 players and 1 game master facing each other in a board game. The 3 players cooperate in order to reach the goal which is to defeat the boss character that the game master control. The map is made by hexagonal spaces. Players can choose different path. Each path has different set of enemies and events. The map got forest plane scattered in various area. When players go pass the forest, They will encounter some specific enemies. The enemies give experience and gold and sometimes an mysterious item when defeated. there also some few side quest in the map. In order to complete the sidequest, players need to solve the riddles given by the game master. Upon completing the quest, players will received a rare items that will boost the abillity of the player's character.
Gameplay
The Players begin their adventure from the South west side of the map. Their Objective is to defeat the boss character in the northeast of the map. the shaded part in the map symbolized forest. and there are also some river in the map. Players cannot go through this river.
Team Members:
1.Johan Geraldus Abednego
2.Mohitanand
School project:Game Review
Saturday, 3 January 2015
Week 4 Workshop (Territorial Acquisition Game Design)
In this week we are creating a territorial acquisition themed board game. The game is about two kingdom trying to defeat each other. This game can only be played with two player.
The game start with each player flipping a coin or other method to decide the order of turn. Each turn a player can only move his troops to one base now each base is filled with 50 soldiers. Now every time a player take that spot he will get additional 50 troops. Each player will start with 100 troops, and in order to destroy the enemy base they need to at least have 250 troops. Now, the thing is that each player don't know which area has been taken by the other player and how many troops are stationed there. Should the troop defending the area have higher number than the attacking troops then the attack obviously failed. Now what happen, when the player loses a base, the original 50 troops that were in that area are given to the attacking player and the area is his. Player can't just attack anywhere they want, it must be within reach of their nearest base. So in order to attack, you need to make a clear path to the enemy base.
Team member:
1. Reynaldo Kevin Darmawan
2. Michael Jaurie
3. Aloysius Joshua Adelpho
Team member:
1. Reynaldo Kevin Darmawan
2. Michael Jaurie
3. Aloysius Joshua Adelpho
4.Mohitanand
Week 9 Workshop (Puzzle Game Design)
In this week we are to create a puzzle themed board games. the idea for our games was that the player have to get out of the prison using whatever resources he can get from his room, with an exception that player will be help by an anonymous message containing certain tools.
At the start of the game player will be given an instruction to get out of the prison. Player will also be given a knife and a rock. The player are free to do whatever they want with the object and tools that they got and try to escape, but be careful as there is a guard nearby. Now the solution is that the player can try to torn the bed and take the spring to make some sort of grabbing stick using the knife and then wait for the guard to sleep/ leave and then take the key or they can try to attract the guard maybe by clogging the toilet or pretend to be sick or any ways that you think will make the guard rush into your cell and you can just kill him with your knife.
Say if you think that was too easy, then you can try to make it harder by saying that the tools are not there and you only have your bed mirror and the toilet in your cell. You can try to figure how to either stole the key or kill the guard, the player are free to imagine any possible way to escape as long as it is still logical.
Team Member:
1. Reynaldo Kevin Darmawan
2. Aloysius Joshua Adelpho
3. Michael Jaurie
4.Mohitanand
Week 8 Workshop (RPG Game Design)
In this week we are creating an RPG game. We took the combat system from the M20 rulebook as well as the stat the character will used. We are making a map with 5 different terrain with each terrain having their own unique quest and surprise in them. All the terrain have different level of creatures to encounter but the forest which is the first starting area are generally easier than the others. Player movement will be determined by their dexterity and armor type the higher the dexterity the faster you can travel. And the heavier your armor type the slower you can travel.
The player will start at the town, the town is basically the place where you will get most of your quest, and turn them in. of course there will quest that will come up when you do another quest. At first you will mostly do gathering quest and easy hunting quest. But as you progress you will be send to kill bandits and more tougher opponent. When you've done all the main quest in the starting area you will be send to the dessertand help a village that is under siege by bandits and finally the main objective is to slay the dragon in the volcano, which is the hardest terrain.
Team member:
1. Reynaldo Kevin Darmawan
2. Michael Jaurie
3. Aloysius Joshua Adelpho
1. Reynaldo Kevin Darmawan
2. Michael Jaurie
3. Aloysius Joshua Adelpho
4.Mohitanand
Friday, 2 January 2015
Week 5-6 Workshop (Microlite20 RPG Games)
In this week we are going to play an RPG game, a game called Microlite 20. It is quite confusing for me, especially when we try to create character. We need to define the race and classes. Each race have their own advantage. Our attack and HP also depends on dice roll, but it is bad that i always get a low number. For the quest, the lecture have provide us with "The Bandit Chief" quest that requires one GM and 2 players,which i cannot complete, because my character have already die before it reach the final stage.Using A.G.E framework, in the action side, since we only play one quest at a time, i can only said that player can attack by rolling a die and to choose item they want to use on battle. Because the quest is about defeating monster. Maybe in other quest, player may be able to talk to the NPC which may result another story. For the gameplay, the main purpose are usually to complete the given quest. The game master will control the flow of the game, so if a quest about defeating an enemy, you must attack and survive from the battle until you complete the quest.
As for the experience player may encounter excitement at first, because the player do not know the flow of the quest, only the game master know everything. So maybe, there will be some unpredictable encounter that will makes the gameplay more exciting. There is also self-identification, which the player may feel because the player can create the character class and race by themselves, which lead to survival, because to continue the quest, the player will have to encounter battle and survive all the way round so their character will not die (since if the character die, you must create a new character to replace). Survival also links to excitement, also links to pride and joy if we ale to defeat the enemy or complete all the quest given by game master.
Workshop Week 3 (Race to an End)
This week my team mates and I made a game called 100
steps towards Freedom. It is a race to an end game published by Mohitanand,
Arjun Angu Velu Rajamanickam, and Dien Thon. The rest is
going to be explained on the next paragraph, including the storyline, the
rules, and the abilities.
This game is set in a post apocalyptic environment. During the zombie apocalypse where every survivor rush
out to the base camp waiting to be rescued, finally the end of the wait has
come, a radio broadcast which informed that freedom lies in an evacuation
centre hundred steps from the place that they are, which happens to be the last
evacuation centre and the last member to reach will not be taken in to
it.During the journey the players has to compete with other. The way to the
evacuation centre is filled with traps,zombies,supplies and plenty more
challenges.
The power ups and
power downs includes car, to move 5 steps forward. Spring coil, 2 steps back.
Trap, lose one turn. Fog, half the dice. Tomb, respawn at the last checkpoint.
The checkpoint. Zombie bite, players have 2 turns to reach the checkpoint, if
they are incapable, they have to respawn to the last checkpoint. Wormhole, to
displace from one wormhole to the other same colored wormhole. Supply box, for
supplies.
Rules and
supplies:
- When all players have finished their turn, zombies will move 3 steps forward
- The objective of this game is for the player to reach the basecamp, 2 or less steps should be attempted when inserting the basecamp
- If any player encounter the zombies they will re spawn to the last checkpoint
- Any player can bypass the zombies from behind
- Each player will get the chance to draw the dice, and get the supply according to the number
- Player that draw and get the highest amount of dice number will start first and with lowest respectively
- If the dice value between more than one player is the same they will get the chance to roll again until the value is different
- Each player will only have 2 supplies on their inventory
- Each player will have to decide when to use their supplies
- If by any chance the zombies reach first then the zombies would have to re spawn to the previous checkpoint
- When the last player roll a dice and the output is at 1, then that player has the chance to roll the dice again
- Once the player steps on a supply box, that player will get one randomly chosen abilities, which consist of (each supply is represented with cards):
§
Dice Number 1 >>>> Trap(causing chosen
player to lose a turn)
§
Dice Number 2 >>>> Ammunition(a
chance to bypass the zombies)
§ Taser
Gun( making other player re spawn when you encounter them[ if both of the
player decide to use the taser gun at the same moment, the player would have to
do a rock paper scissors, the loser will re spawn])
§ Dice Number 4 >>>> Bionic
Hand(pull back another player 2 step backward
§
§
Dice Number 5 >>>> Shield( protect
the player against the zombies, traps, and taser[10 steps after you activated
the shield, it will be no capable of protecting])
§
Dice Number 6 >>>> Energy bar ( acts
as a boost, giving the player 8 steps forward when they activate it)
Infamous: Second Son (2014)
Infamous second son is an action open world game, it
is the third game of its series, and this game was developed by Sucker Punch
Productions and published exclusively on PlayStation 4 in 2014. This game
followed the series as player-controlled
protagonist that possess superpower abilities that players can use during the combat. The
story is about a teenager named Deslin that encountered a bunch of superpower
holders or in this case they call it conduits. Deslin becomes one of them
conduits and begins to fight with the DUI’s, it is a government organization
objected to destroy all the conduits. The game is full of fun combats, new abilities,
engaging NPC’s yet the mission mechanics are repetitive. Player will also have
the option to choose between being good conduit or bad conduit by their
behavior towards the citizen, enemies, and environment.
This game has one of the beautiful looking game on
PS4, it has been refined by adding non-essential features like tagging, more
action and abilities from its previous series, but yet it still a new
experience overall. On this game other than the essential combat systems,
players can actually upgrade their ability by collecting orbs, players can also
jump obstacles, fly, sprint, collecting manas which can be found throughout the
city by absorbing either light, smoke, fire, and others, choose their abilities
throughout the levels between smoke, light, and concrete respectively to be
discovered. The extra features is what makes this game fun, players can sprint
through building, teleport, transform as a smoke, and many others to be
unlocked. The storyline of this game was not the best, it was also not dull, and
it was decent. For the basic movement, players can also climb buildings, jump,
use plasma weapon from light ability, throw grenades, et cetera. What makes
this game so engaging is the options you can choose, you can either be a bad or
good conduit, both have their own unique ability, storyline, and an alternate
ending. Being a bad conduit is by killing innocent citizens, killing the
enemies, destroying items, and neglecting citizens who needs help. Good conduit
helps people and capturing the enemies. The boss battle plays a significant
role in this game, although it’s a bit repetitive, but every boss battle has
their own ability that is beyond what the player has if they don’t upgrade
their ability. Overall this game has truly next gen graphics, has a wonderful PhysX
particle system graphics engine, beautiful scenery, decent story with side
missions, immersive gameplay, and tons of fun actions.
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