Monday, October 17, 2016

Ninja Vs Samurai

Ninja Vs. Samurai


Group 7
Theron Howard
Steven Powell


Summary
  • The game Ninja Vs Samurai is a Risk style, first person board game, set in Feudal Japan, with the target audience being college students of either gender who love to travel.
  • The game has you take on the role of the commander of either the Ninja army, or the Samurai army, and your goal is to take over the other person’s territory, before they take over yours


Map_Japan_Genki1-en.svg.png


Problems
  • There were many issues with the game, including the thought process, first playtest, second playtest, and equipment
    • Pre-Production: It was hard to think of what the game was going to be like, and what gameplay aspect that there was going to be. The hardest part was trying to figure out how to make the game first person. I came up with the loophole to make the game a strategy game, and to say that “you” are the commander, making it “first-person”. Another issue was the rules, it was hard to figure out what we should do with the rules because we didn’t know whether or not the game will be to simple, or to complicated.
    • First Playtest: The first playtest was very rough for us because we hadn’t tested it yet, so we didn’t know how bad of a game it was going to be. The issue of the playtest was lack of equipment, a terrible map, and terrible rule. We didn’t have an official spinner, I just drew a circle and put some numbers on it, and we used a pen to spin. There was no dice, so we used a website that had a dice system in is, and we used that. There was also no tokens that we used for the character and his troops, so I tore out a piece of paper and put a big “S” and a big “N” on it, and called it good. The last issues was the map, which had a lot of small spaces, and to many rules, which made the game, long, boring and complex.
    • The second playtest was a lot better than the first. I had designed a better map, we got rid of the spinner, added some rules, and took a lot of them away. The only problem was that I had one playtester, and that we accidently left out some rules. Other than that I think it was very successful.
    • The last issue, was that we never got the chance to meet up and practice the game before hand, and there was some communication issues between us.

                                       



Jobs
  • We both had our fair share of jobs for this assignment.
    • Map: My partner created the first map, but it ended up with to many territories, and they were too small, so I created the second one, that was a lot simpler. I used photoshop to create the map.
    • Tokens: I found some pictures on google and used those
    • Spinner: I was suppose to create the spinner, but it was terrible, then we got rid of it.
    • Dice: I was suppose to buy the dice, but I never got to it, so I used a website to roll the dice (Link below)
    • Rules: While we both thought up the rules, my partner did most of the typing because he was a lot faster.


All-in-all the game still turned out a lot better than I had thought it would, and maybe I will have a better time on my next project.

(link: http://www.d20srd.org/extras/d20dicebag/) (Disclaimer: I do not own this site, or D&D, or everything here is owned by Hasbro, and Wizard of the Coast)



Group 7

Different Dimensions


The game Different Dimensions is a strategic card game based on luck, and strategy. The game is meant for people who like to play card games like Yugioh and Magic The Gathering. The game is played by playing cards and attacking your opponent until their health is zero. There weren't a lot of problems with the tasks, but two of the problems were big ones. The first one was a printing problem, the printer cut off the bottom part of some of the cards, so we had to write in what was cut off. The second problem was the card sleeve, I wasn't able to find the location to get the card sleeve, so we had to just use the paper cards. One problem while play testing, was taking to long to read and understand the instructions, and the health being to low. These were simple problems that can be easily changed with a few keystrokes. The only thing I would change in development is getting the card sleeves for the cards, and spending more time creating different type of cards for both decks, instead f just using the same one over and over.  (I created the cards on heromachine, I do not own heromachine, or any of it's products, these cards are not official cards, just concepts.)