Today was the uniquest of days, the one day out of the year where every things started to become so clear. Three members left with an inevitable task fit for four, yet the three were prosperous with thoughts of gold. Three unbelievable hours with every second pulsing through our veins. thoughts scattered, M&M's flying but with every sip of RedBull gliding down our throats corroded our thoughts with sugar inflicted game strategies. After having developed the core of the game last week our group was able to brainstorm critical features of the game today. We were able to decide on some key game features that would make the game more interactive amongst players. We also laid out the layout of most of the action cards that are going to be included in the game. It was difficult to make the cards because we had to make sure the overall gameplay had to be fair. With that in thought, there were some challenges in our thought process. However, we decided to go along with our ideas and test them in the playable prototype of the game. The prototype version of the game should give us more insight on how to make sure the gameplay is interactive and at the same time fair to all players.
Saturday, September 28, 2013
Thursday, September 19, 2013
Day 1: A Long Road Ahead
Today we began developing the specific mechanics for our card game "Identity Crisis". We, in a very open dialogue, discussed some obvious problems with the game's core mechanics. For instance, the number of cards needed to win is going to be an important and difficult decision to make. Allowing the players to win at five cards may make the game too chaotic and fast-paced. On the other hand, setting the wining card number to seven may allow the game to drag on too long and make it obvious what each individual player's identity is. We also had a little difficulty deciding on the intended audience. Some of our team members wished to make the game ( and its humor) for an older age group, while others wanted to cater to all ages ( and not isolate the 6-14 age group). Ultimately, we decided that the game would prove to be most successful if it was designed as a family friendly game for all ages. However, though there are still many kinks to work out, the project is underway . Hopefully, after some hard work and brainstorming, we can develop a prototype that is playable and enjoyable.
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