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CSEG1 Week 2 Assessment Task FINAL

The game was tested and played multiple times. Based on feedback, the game objectives were changed so that the number of keys needed to open the vault depends on the number of players. For 2 players it is now 15 keys, for 3 players it is 20 keys, and for 4 players it is 25 keys. This was done to minimize game duration. The required number of keys to open chests was also modified to tempt players to open chests without using too many keys. No other changes were made to the game rules.

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0% found this document useful (0 votes)
48 views5 pages

CSEG1 Week 2 Assessment Task FINAL

The game was tested and played multiple times. Based on feedback, the game objectives were changed so that the number of keys needed to open the vault depends on the number of players. For 2 players it is now 15 keys, for 3 players it is 20 keys, and for 4 players it is 25 keys. This was done to minimize game duration. The required number of keys to open chests was also modified to tempt players to open chests without using too many keys. No other changes were made to the game rules.

Uploaded by

mir4 draco
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WEEK 2 Game design, Iteration and Rapid prototyping

Assessment Task

Member Names 1 Andamon, Jerald T. Score:


(LN, FN MI.): 2 Bernabe, Pamela
3 De Jesus, Michael Ivan A.
4 Derla, Julius A.
In Alphabetical 5 Ferreras, Vince Austin R.
Order 6 Naparan Jr., Cecilio M. Date: 8/31/2021
7 Osea, Yan Wendell E.
8 Ramirez, Blesselle D.
9 Sabana, Joe Lawrence M.
10 Tapas, John Ren D.
Section: 2CS-A Instructor: Prof. Janus Raymond Sem./A.Y. 1st /21-22
C. Tan

INSTRUCTION:

Read and analyze the requirements given. Every change identified towards game improvement from the game
developed (game objectives, rules, and game conflicts) from Module 1 is equivalent to 2 points (maximum of
5 changes). NOTE: It is not required to have changes in every game trait as long as it will not make the game
worse.
The explanation column from the given table will justify the changes and vice-versa. (2 points each)

Trying it out

Take that 15-minute game you made last time, and play it, if you haven’t already. As you are playing, ask
yourself: is this more fun or less fun than playing your favorite published games? Why? What could you change
about your game to make it better? You do not have to play the game to completion, but only for as long as it
takes you to get the overall feeling of what it is like to play.

Then, after playing once, make at least one change. Maybe you’ll change the rules for movement, or add a new
way for players to interact. Maybe you’ll change some of the spaces on the board. Whatever you do, for
whatever reason, make a change and then play again. Note the differences. Has the change made the game
better, or worse? Has this one change made you think of additional changes you could make? If the game got
worse, would you just change the rule back, or would you change it again in a different way?

We will be looking at the playtest process in detail in the following modules. For now, everyone should get
over that fear: “what if I play my game and it fail?” With the game you designed on Module 1, the odds are very
high that your game does fail (seriously, did you expect to make the next Gears of War in 15 minutes?). This
does not make you a “bad designer” by any means — but it should make it clear that the more time you put
into a game and the more iterations you make, the better it gets.

Present your game changes using the table below.


GAME DETAILS:

TRAITS CURRENT SET UP CHANGES TO MAKE EXPLANATION

GAME 1 To win the game the players To win the game, players After testing and playing
OBJECTIVES should collect 50 keys to should collect the right the board game a couple of
open the vault. number of keys to open the times, we’ve changed the
vault depending on how key requirements for the
many players play the game: vault to open depending on
how many players will play
• 2 players = 15 keys the game. This is to
required for vault. minimize the lengthy game
• 3 players = 20 keys duration.
required for vault.
• 4 players = 25 keys In 2 players mode, the game
required for vault. lasts at around 7-9 minutes.

Every player that passes to In 3 players mode, it lasts at


the tile with vault, it checks approximately 15-25
the number of keys they minutes.
collected. If they have
collected the required In 4 players mode, it lasts at
amount of key to open the around 30-45 minutes, it
vault they win the game, but really depends on how
if they don’t have the players play the game.
required amount of key, they
have to continue and travel
the tiles/board once again.

2 Be the first player to open As stated earlier, the first


the vault, then you’ll be the No changes made. player who have collected
winner of the game. the required amount of key
and opens the vault, will
still be the winner of the
game. Thus, no changes
made.

Note: Having the required


number of keys, they can
open the vault either by
passing through the vault or
landing in exactly at the
vault.

3 Players can open 3 types of Players can open 3 types of We’ve modified the
chests: the plain chest, chests: the plain chest, required number of keys to
phantom chest, and magical phantom chest, and magical open a particular chest.
chest. chest. Players can decide This is to tempt the players
whether to open the chest or in opening the chest
Required keys to open the ignore it (Decision-making). without spending/using too
chest: much keys.
• Plain Chest = 3 keys Required keys to open the
• Phantom Chest = 4 chest: This is also made to
keys • Plain Chest = 2 keys minimize the game
• Magical Chest = 5 keys • Phantom Chest = 3 keys duration.
• Magical Chest = 3 keys
RULES 1 2 to 4 players are allowed to There are no changes made
play the game. Each player No changes made. in the setup of the game. As
has game piece/pawns for this is the basics of this
their marks. game before it starts.

Before the game gets started, Knowing that each player in


each player should roll one the game has 6 keys in the
die to determine the starting point, each player
sequence. Whoever rolls the in their first move is not
highest number gets to take allowed to steal keys from
the first turn. If they are tie, other players.
they need to reroll the die.

Each player has 6 keys in


starting point. They’re not
yet allowed to steal keys
from other players at their
first move.

To move, each player should


roll one die. The resulting
number in the roll will be the
players’ number of steps.

2 All tiles have number of keys We didn’t modify this rule


and traps. If the player lands No changes made. as this is one of the ways to
to tiles with a specific gain and lose keys
amount of key, they gain the throughout the game.
keys. If the player goes to
tiles with traps, they will This also gives enjoyment
automatically lose keys to players, as there is an
based on the requirement of interaction with other
the tile. players. By landing in the
same tile with other
All players that are in the players, benefits the other.
same tile with other players The player that is in the
is allowed to choose on what same tile with the others
die they are using (White die who’s turn next, is the one
= Move, Black Die = Steal). If to decide whether to move
the player chose the black or steal from other players
die he automatically moves (Decision-making).
to next tile (1 move). Black
die has the capacity to steal
6 keys.

3 If the player goes to the tiles If the player lands to the tiles Instead of using draw lots,
with chest, they are allowed with chest, they are allowed we’ve changed it to Spin the
to choose if they are willing to choose whether to open Wheel, making it less hassle
to open the chest using the chest using their collected to set it up before the game
collected keys or ignore it. keys or ignore it. To obtain starts.
To get the item inside the item in the chest, that player
chest, each player should should have the required We have also modified
have number of keys to open number of keys to open it. If some of the items in some
it. If the player chooses to the player chooses to open chest, making the game
open the chest and he/she the chest and he/she has the balanced.
has an amount of key, the required amount of key, the
player will draw to the box. player will have to spin the We’ve changed Fire Arrow
The possible thing inside the spinner of a particular chest to Bow and Poison Arrow.
box is item for stealing to (Spin the wheel). There is a This item can be obtained
separate spinner for each of from Plain Chest.
other player's key or a lot of the chest: Plain chest,
keys. Magical chest, and Phantom In Phantom Chest, we’ve
chest. There are items and also changed Stealth
Possible items inside the keys you can get from these Potion uses, which
chest: chests (Spinner). becomes a weapon item,
Plain Chest: decreasing -3 keys to all
• +5 keys Possible items inside the nearby players (front and
• Dagger = (weapon item) chest: back 4 tiles range).
(front 4 tiles range) (-3 Plain Chest:
keys to player) • +5 keys In Magical Chest, we’ve also
• Fire Arrow = (weapon • Dagger = (weapon item) changed +10 keys to +7
item) (front 6 tiles (front 4 tiles range) (-3 keys, this allows players to
range) (-4 keys to keys to player) only obtain ample amount
player) • Bow and Poison arrow of key, not more or less. We
• Stone = (weapon item) = (weapon item) (front 6 also modified the
(front 3 tiles range) (-2 tiles range) (-4 keys to Teleportation Scroll,
keys to player) player) (The opponent which benefits the player
• Defective will automatically move 1 who gets this item. This
Teleportation Scroll = step forward in his/her allows the player to use this
(automatically used turn) item anytime anywhere,
after picking up and • Stone = (weapon item) which allows him/her to
teleport to starting (front 3 tiles range) (-2 teleport in the vault. This
point) keys to player) also minimizes the game
• Defective Teleportation duration when obtained.
Phantom Chest: Scroll = (automatically
• Magnet = (an item to used after picking up and
steal keys from 1 player be teleported to starting
in front 5 tile range and point)
use black dice to
determine how many Phantom Chest:
keys a player can get) • Magnet = (an item to
• Lockpick = (tool to steal keys from 1 player
open the chest for free). in front 5 tile range using
• Stun potion = (stun a the black die to
player in front 4 tiles determine how many
range to steal some keys keys you’ll steal from
and use black die to other players)
determine how many • Lockpick = (tool to open
keys a player can get). the chest for free)
• Stealth Potion = (4 tiles • Stun potion = (Stuns a
front and 4 tiles back player in front 4 tiles
range) (an item to steal range to steal keys using
all player within the the black die to
range and use black die determine how many
to determine how many keys a player can steal)
keys a player can get). (Stun means opponent
will be skipped in his/her
Magical Chest: next move).
• +10 keys • Stealth Potion =
• Teleportation scroll = (weapon item) (4 tiles
(automatically used front and 4 tiles back
after picked up teleport range) (-3 keys to all
to the vault) nearby players)
• Spell scroll = (weapon
Item) (front 6 tiles Magical Chest:
range) (-6 keys to • +7 keys
player) • Teleportation scroll =
• Swift potion = (5 tiles (can be used anytime and
move boost) anywhere) (teleports you
to the vault)
• Spell scroll = (weapon
Item) (front 6 tiles range)
(-6 keys to player)
• Swift potion = (5 tiles
move boost)

Note: When players use their


weapon items in their turns,
they will not move in their
turn.

GAME 1 Each player is allowed to We did not modify this


CONFLICTS steal or attack a player using No changes made. conflict, as this gives
the game items that can be enjoyment to players, being
obtained from the chest and able to lose and gain keys
players can also pickpocket from other players through
other players only if they are interacting with them –
in the same tile with others. using game items from
chests and pickpocketing
Pickpocketing allows you to other players in the same
roll the black die to tile.
determine the number of
keys you can steal to other
players. After pickpocketing,
you automatically move 1
step forward.

2 There is a chance that you We’ve made no changes in


can get a defective No changes made. this conflict, as these are
teleportation scroll that some of the conflicts you can
makes you teleport your get from the game, making
game piece/pawns in the the player be automatically
starting point. Also, if you teleported to the starting
don’t have the required point – which makes him no
amount of key to open the control of it and makes the
vault, your pawn needs to player distant from the
move forward and continue vault.
until they meet the required
keys to open the vault.

3 Players who go to the traps Players who landed to the We’ve modified and added
will decrease 3 or 2 keys traps will lose 2 or 3 keys some things to this conflict
depends on the types of depends on the type of trap. If to balance the game. As it is
traps. the player landed to the trap possible for a player to lose
and the keys to deduct from all of his/her keys or may
the player is greater than the not have enough amount of
keys that the player have, key. So, when they landed
he/she will not move on the to the traps and needed to
next turn and the pawn will deduct keys from them
get 1 step forward. having not enough keys to
be deducted. Then this will
be a guide to handle this
issue in-game.

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