This Prezi presentation gives students an overview of what to expect to be doing in the first three weeks of the games lab. Click on the image to follow the link.
even if you are only building them in a game. Recently, I play-tested AI Escape (working title) in it’s most recent form, which was unfortunately incomplete. The issues that kept coming up with the game are as follows: Since the players were unfamiliar with the materials of the game, a master list of all the… Read More It turns out, building robots is hard
Again, been doing some playtesting and finetuning of my game. I playtested the game again, and came up with these rules: 5. Play ends when the map has been filled, with the person with the most tiles on the map being the winner! So, these were the rules that the playtest bred. We played around with… Read More Nearly there (hopefully)!
Game Profile Age: 14+ Play time: 30-60 minutes Players: 2-4 players Type: Strategy Category: Card/Board Game & Euro-Game Theme:Underwater Fantasy Publishers: Bombyx, Asmodee, Asterion Press, Galápagos Jogos, REBEL.pl Price: $80–$90 AU “For centuries, creatures without peer have ruled the depths of the ocean. Their kingdom, called Abyss, is respected by all their allied races, who… Read More Abyss: A Review & Dissection
Hey Guys! Back to my project! In this post I want to take the time to talk about both my ambitions for my game project, and more specifically, I want to start talking about the financing of my project. As such, I’ll be addressing this topic to the best of my ability… Just to recap, my game,… Read More Earth Alone 2: The Search For More Money!
First off, before you read this, take a look at the saga thus far. Post 1, Post 2, Post 3, Post 4 and Post 5. Caught up? Good, because you’ll need to remember what my game was like BEFORE this post. This is the post that could potentially change everything (or quite a lot). So, I playtested… Read More Let’s Playtest! (again….)
So, this week I played Smash Up again, to get some ideas of what changes I should make to my game because I felt at a bit of a loss as to how to make my game more exciting. (My previous posts are here if you need to venture back to see the evolution of… Read More Play Testing and Hair Ripping
Play-testing my card game over the past couple of weeks and taking another look at the readings thus far has made me realise a few things. While I stated that there were a few points of inspiration for my card game, like Fallout 3, as well as the card game Smash Up, I hadn’t really… Read More A Reflection on machinima, re-mixing, remediation and ‘what does this have to do with my game?’
Having gone over my initial idea of Doorways, I have made some improvements to the game mechanics and have settled on the majority of the rules of the game. First, I cut down the initial five worlds to four so that the game wouldn’t go for a ridiculous amount of time. I have also changed… Read More Doorways 2.0
Originally posted on synthetic zero: