08/11/2009

Card Game: A&E

Over the past week or so I have been developing the A&E idea, it seems to be going well as participants are enjoying gameplay and are full of feedback. I know I havn't outlined what the game was in terms of rules on here yet, but it seems irrelevant to now as the game has changed slightly, however there have been some changes worth mentioning:

  • The game is now played in rounds so that the players can have the game go on for as long as they want.
  • The amount of 'DEADICAL' cards has decreased as it seemed very easy to kill of victims.
  • The amount of medical cards needed to save a victim has increased per victim to make victory harder.
Rules and Setup:

  1.  There are 3 decks, the Victim deck, the Game deck and the Discard deck.
  2. At the start of each round each player draws 3 cards from the Victim deck face up so the other players can see them, and 3 cards from the Game deck face down (if a Deadical or Shuffle card is drawn at the start of the round it goes straight into the discard pile and the players keep drawing cards until they have 3 Medical ones, then the round can begin).
  3. Each player can have a maximum of 5 cards at hand at one time (excluding victim cards), they can only draw a new card from the Game deck if they discard a card into the Discard deck. Players can hold the 5 cards they have until the end of the round.
  4. A round is ended by either a player saving or losing all of their victim cards.
Scoring:

  1. Players can both gain and lose points. To gain points the player must save a victim by holding all of the Medical cards that meet the 'save' conditions on the victim card. To lose points the player would draw or recieve a Deadical card that only has to meet one 'die' condition on the victim card.
Special Cards and Rules:

  1. Shuffle Cards 'mess' the game up and provide different ways to play. They can be group (every player) or singular (the player that draws the card) orientated. If a player draws a group card then they must play the card as it will effect every player in the game. If a player draws a singular card then they can play it at any point of the round as it will only effect them and one other player.
  2. Any player can revive a dead victim once per round unless that victim has been killed by a shuffle card. The victim also must have been the last one to have been killed or saved. A victim is revived by a player saving a new victim; the victim that is saved in turn stays a part of the players pile. If a victim is revived then the player regains the points they lost for the victims death and gains the points for saving both victims (the saved and revived).
  3. Any player can 'refresh' their entire pile once in the game at the beginning of any round of their choice, however, it comes at a cost of 3 points.


Okay so that's it for rules so far, here's the list of 60 game cards:

12x Victim Cards
35x Medical Cards
8x Deadical cards
5x Shuffle Cards



06/11/2009

Seminar: Lighting

Here's a few renders of a bit of my city scene at different lighting settings, I based it in London, varying it up by changing the time of year and day:
Should have uploaded these things a few days ago, unfortuantly the wireless device on my laptop has broken so it's been a bit of a delay. If any of you guys have vista and you download SP2 let me know if it breaks your wireless please? Cheers.

02/11/2009

Up Above Down Below

There's going to be 3 separate environments, an EARTH environment, SPACE and WATER.

In a nutshell here's what I have planned to happen:

The scene starts in the earth environment with a man boarding the rollercoaster, the camera then switches perspective form 3rd point to 1st allowing the audience to sit in the seat of the man, essentially to be him. The rollercoaster then kicks into gear going through both rural and urban areas, showing off the extremes of both, as it becomes more rural the track begins to travel up a mountain-side, and because it's at the depth of the rural environment it looses power, the rollercoaster is then launched up the track at a tremendous speed only to reveal that the track ends.
The cart is launched into space (second environment) and travels around various stars, planets and extra terrestrial lifeforms. As well as the journey on the track there will be cuts of environments and maybe the man, to show him astounded.

The cart will eventually lose power from being in space and begin to fall to a new planet that is coated in water. The cart falls onto a track on the water planet and begins to go round on it, it passes through corals and fish filled areas, but as the journey goes on the terrains and creatures became less familiar and more alien like, again with this there are cuts off the track to the environment and the astounded look on the mans face. After passing through this area the rollercoaster will stop in an alien station.

Elements and Theme:

  • The rollercoaster will be a rocket cart with huge thrusters.

  • When the cart looses power the thrusters boom with fire and launch the cart into space.

  • There is no dominant theme, I want the clip to show variety in environments.

  • The track is important, it will start off stable but as it travels through the environments there will be loops, corkscrews, jumps - just generally getting more exciting as it goes on.

  • Im going to try and put in dominant features throughout, so in the urban areas there will be huge buildings, cracked roads, tramps etc. in the rural trees, mountains, rivers and wildlife. In space shooting stars, comets, floating chuncks of rock, black holes and on the water planet there will be corals, deep and shallow water, sunken ships, caves, flurries of fish and sea creatures etc.

Card Game: Initial Ideas

I started to think about humorous or interesting events that could be transferred from real life to a card game format, I have had 4 initial ideas which are:

1. Walk of Shame - It's a race home against the other players, you've been a dirty stop out and you now have to make your way home as quick as possible before you get caught by your mum. The first player home wins and it is a point based race.

There would be 3 types of cards, CHARACTERISTIC CARDS which add traits to you as you try to get home which affect how the other two types of cards score when you pick them up. An example of a characteristic card would be 'Fancy Dress' which would put your character into fancy dress and most likely slow down their journey.

The other two card types are DRAWBACK cards and ADVANTAGE cards which basically do what they say, the drawbacks take away points from your journey and evidently slow you down. The advantage cards do the opposite.

2. Passing of Wind - Just by the title you can guess it's a silly game. The aim is to build up the biggest gas release that you can (in as many forms i.e. burps, farts) and release it when the time is right, once you do there is a turn limit for the remaining players to release their own, which if they want to win must be bigger than yours.

There will be various types of gas, and various factors within each - smell, noise, warmth etc. - that affect how the players score. Gas cards will be seperate to Factor cards.

3. Accident and Emergency - Each player represents their own hospital who compete to save as many VICTIMS as they can, the scenario? The board of medical health are going to give extra funding to the hospital that saves the most victims.. or something like that :).

The game has 4 types of cards and 2 decks, one deck is the Victim deck thats is filled with VICTIM cards and the other is a mixed Game deck that includes MEDICAL, DEADICAL and SHUFFLE cards. You win by saving 2 out of 3 of your victims, 1 is allowed to die, 2 and you lose.

The game starts with each player having 3 victim cards and drawing 3 cards from the mixed game deck each. On each victim card there is a unique set of conditions which show which cards will save the victim, and which will kill them. To save a victim all the medical cards listed to save them must be drawn, to kill them only one of the deadical cards has to be.

A forced card rota will take place at the end of every turn where each player shifts 1 card they do not want to the player to their left, it's not a negotiation the card must be accepted.

SHUFFLE cards mix the game up a little bit, they are unique cards that state conditions to make the game more unpredictable i.e. change all your cards at hand.

4. Infection - Each player represents a faction and determines which one they are with the first card that they draw, but keeps it hidden from the other players. Once they know the aim is to engineer a virus, bacteria or parasite and infect the other players decks.

There will be specific cards in a mixed deck to determine what each player gets, i.e. INFECTION cards; some virus, bacteria and parasite cards, but once you have one you cannot change it. once a player has their infection type they can draw cards from the deck but can only keep those relevent to their infection.

Seminar: A Room With No View

Here's the room that I modelled last tuesday in Simons session. As he requested I have put in a chair and a table, resting the train set from previous weeks on top of the table. The room is yet to be placed in a building from my city. I completed this last week after applying some textures, but havn't been able to upload the images due to Microsofts SP2 for Vista breaking my internet somehow. Anyway, hope you like:
And yet again blogger has decided not to let me upload photos, this time halfway through the bloody process. Here's links to the other two:
http://i398.photobucket.com/albums/pp65/EhGoonieGoogoo/room5.jpg