CSEG1 Week 1 Assessment Task
CSEG1 Week 1 Assessment Task
CSEG1 Week 1 Assessment Task
Assessment Task
Here’s a thing about games. A lot of students are afraid that they won’t be able to make agame.
They don’t
have the creativity, or the skills, or whatever. This is nonsense, and it is time to get that out of our
systems now.
If you have never made a game before, it is time to get over your fear. You are going to make
a game now. Take out a pencil and paper (or load up a drawing program like Microsoft Paint). This
will take all of 15 minutes and it will be fun and painless, I promise.
We are going to make what is referred to as a race-to-the-end board game. You have
probably played a lot of these; the object is to get your token from one area of a game board to
another. Common examples include Candyland, Snake & Ladders, and Parcheesi. They are the easiest
kind of game to design, and you’re going to make one now.
1) First, draw some kind of path. It can be straight or curved. All it takes is drawing a line. Now
divide the path into spaces. You have now completed the first step out of four. See how easy this
is?
2) Second, come up with a theme or objective. The players need to get from one end of the path to
the other: why? You are either running towards something or running away from something.
What are the players represented as in the game? What is their goal? In the design of many
games, it is often helpful to start by asking what the objective is, and a lot of rules will fall into
place just from that. You should be able to come up with something (even if it is extremely silly)
in just a few minutes. You’re now halfway done
3) Third, you need a set of rules to allow the players to travel from space to space. How do you
move? The simplest way, which you’re probably familiar with, is to roll a die on your turn and
move that many spaces forward. You also need to decide exactly how the game ends: do you
have to land on the final space by exact count, or does the game end as soon as a player reaches
or passes it?
4) You now have something that has all the elements of a game, although it is missing one element
common to many games: conflict. Games tend to be more interesting if you can affect your
opponents, either by helping them or harming them. Think of ways to interact with your
opponents. Does something happen when you land on the same space as them? Are there spaces
you land on that let you do things to your opponents, such as move them forward or back? Can
you move your opponents through other means on your turn (such as if you roll a certain result
on the die)? Add at least one way to modify the standing of your opponent’s when it is your turn.
Draw your path depending on your choice (you can make graphic designs to finish this). Clearly
enumerate the game objectives, rules and game conflicts to make your answer more presentable
and readable.
GRADING SCALE
NEEDS GOOD EXCELLENT WEIGHT SCORE
TRAITS
IMPROVEMENT
1 2 3
GAME OBJECTIVES The game includes The game includes The game includes 3
only 1 objective. at least 2 or more objectives. 3
objectives.
RULES The game offers only The game offers 2 The game offers 3 or
1 way of player ways of player more ways of player 3
movement. movement. movement.
GAME OBJECTIVES 2 The first player who open the vault he declares winner of the game.
3 Players can open 3 types of chest the plain chest, phantom chest, and
magical chest.
1 2 to 4 players are allowed to play the game. Each player has game
piece/pawns for their marks. Each player has 6 keys in starting point.
Each player should roll one die to determine the sequence. Whoever
rolls the highest number gets to take the first turn. If they are tie they
reroll the die. To move, each player should roll one dice. The number
that you rolled are the number of players moves.
RULES 2 All tiles had number of keys and traps. If the player goes to tiles with
amount of key, they gain the keys. If the player goes to tiles with traps,
they automatically decreased the player's key based on the requireme nt
of the tile. All player with the same tile is allowed to choose on what
dice they are using (White dice = Move, Black Dice = Steal). If the
player chooses the black dice he automatically moves to next tile.
Black dice have a capacity to steal 6 keys.
4 If the player goes to the tiles with chest, they are allowed to choose if
they are willing to open the chest using collected keys or ignore it. To
get the item inside the chest, each player should have number of keys
to open it. If the player chooses to open the chest and he/she has an
amount of key, the player will draw to the box. The possible thing
inside the box is item for stealing to other player's key or a lot of
keys.
Phantom Chest:
Magnet = (an item to steal keys from 1 player in front 5 tile
range and use black dice to determine how many keys a player
can get)
Lockpick = (tool to open the chest for free).
Stun potion = (stun a player in front 4 tiles range to
steal some keys and use black die to determine
how many keys a player can get).
Stealth Potion = (4 tiles front and 4 tiles back range) (an
item to steal all player within the range and use black die to
determine how many keys a player can get).
1 Each player is allowed to steal or attack a player using the item inside
the chest and also players can pickpocket a player if they are with same
tile.
GAME CONFLICTS 2 There is a chance you can get defective scroll to teleport your game
piece/pawns in the starting point. Also, if you don’t have the required
amount of key to open the vault your pawn need to forward and start
again until they meet the required keys.
Game Pieces
Game Boar
Game Items