Madison Ziebarth
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One Nice Bug Per Day

Product Placement

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Kiana Khansmith
Jules of Nature

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Claire Keane
Cosimo Galluzzi

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Kaledo Art
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Cosmic Funnies

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@datt2300-lab002
Madison Ziebarth
Andrew Sidsworth, Nicholas Abbruzzese
Week 11
Andrew Sidsworth, Jack Caunter, Krista Skrypuch, Nathan Duff-Mccracken, Nicholas Abbruzzese
Removed the use of the long side of a card
change starting rules: - setup 20 ore and ice per player instead of 10 - rolling odds places that many ore - rolling evens places that much ice - starting lodes cannot be placed more than 3 cards short side distances away from eachother - each player in turn order places on colony, then their second, then their third. - One of these starting colonies must touch an ice lode, another must touch an ore lode, the third can be either or neither. Colonies can only touch one lode.
mining: - Ice mining requires a roll. 1 - 2, you get no ice, 3 - 6, you get the correct ammount of ice.
technology: - Fast Ice Mining: When mining for ice, the player can take two tokens from the mine’s supply instead of one, and there are no dice rolls anymore. - Privateers: Can choose a station an enemy controls that is at most 2 cards away from your stations. You must choose which of your stations is the starting point for the attack. - Long Range shuttles: 2 card distances instead of long. Can also hop 2 stations that are a single card distance each. - Luxurious Habitats: Renamed to Swanky Lodgings - Costs 4 energy - Recycling: Can use an action to turn a station into an ore on the nearest station within range (1 card without Long Range Shutles, 2 cards with long range shuttles) - Lasers: 4 energy, can use an action to pay 2 energy per size to reduce an enemies base by that much. Laser range is 3 cards from a laser base. A laser base costs 2 ore and 1 energy, is represented by a base with 1 energy on top
Technology that costs 2 energy: Fast Ice Mining, Efficent Ore Mining
3 Energy: Long Range Shuttles, Privateers, Recycling, Transportation Capacity
4 energy: Lasers, Luxurious Habitats(Swanky Lodgings).
Truns: - Actions per turn = highest base level + 1 - Building a laser base: 2 ore, 1 energy, on a single level wayport base - Laser costs 2 energy per token to decrease a base’s level by that much. Range is 3 cards - Spend 1 energy and choose a base to be the start point for a raid. raids can reach bases 2 cards away Both players roll to see who wins, highest wins. If the attacker wins, steal a resource from the attacked base. If that base was a laser base, the attacker takes the energy and the base becomes a single level wayport. - Recycling takes an action. Remove the recycled base, gain an ore per base level.
Week 11 Assignment
Andrew Sidsworth, Jack Caunter, Krista Skrypuch, Nathan Duff-Mccracken, Nicholas Abbruzzese
Removed the use of the long side of a card
change starting rules: - setup 20 ore and ice per player instead of 10 - rolling odds places that many ore - rolling evens places that much ice - starting lodes cannot be placed more than 3 cards short side distances away from eachother - each player in turn order places on colony, then their second, then their third. - One of these starting colonies must touch an ice lode, another must touch an ore lode, the third can be either or neither. Colonies can only touch one lode.
mining: - Ice mining requires a roll. 1 - 2, you get no ice, 3 - 6, you get the correct ammount of ice.
technology: - Fast Ice Mining: When mining for ice, the player can take two tokens from the mine’s supply instead of one, and there are no dice rolls anymore. - Privateers: Can choose a station an enemy controls that is at most 2 cards away from your stations. You must choose which of your stations is the starting point for the attack. - Long Range shuttles: 2 card distances instead of long. Can also hop 2 stations that are a single card distance each. - Luxurious Habitats: Renamed to Swanky Lodgings - Costs 4 energy - Recycling: Can use an action to turn a station into an ore on the nearest station within range (1 card without Long Range Shutles, 2 cards with long range shuttles) - Lasers: 4 energy, can use an action to pay 2 energy per size to reduce an enemies base by that much. Laser range is 3 cards from a laser base. A laser base costs 2 ore and 1 energy, is represented by a base with 1 energy on top
Technology that costs 2 energy: Fast Ice Mining, Efficent Ore Mining
3 Energy: Long Range Shuttles, Privateers, Recycling, Transportation Capacity
4 energy: Lasers, Luxurious Habitats(Swanky Lodgings).
Truns: - Actions per turn = highest base level + 1 - Building a laser base: 2 ore, 1 energy, on a single level wayport base - Laser costs 2 energy per token to decrease a base's level by that much. Range is 3 cards - Spend 1 energy and choose a base to be the start point for a raid. raids can reach bases 2 cards away Both players roll to see who wins, highest wins. If the attacker wins, steal a resource from the attacked base. If that base was a laser base, the attacker takes the energy and the base becomes a single level wayport. - Recycling takes an action. Remove the recycled base, gain an ore per base level.
Assignment 11
Nathan Thomas
Richmond Truong
Bulut Gumulu
Andre MR
Improved game rules:
The winner is the person who has the most resources at the end of the game
The board is still set up in the same way as before
Ore and ice must be touching and the board should generally be closer
The players now only have one station for mining ice and one station for mining ore
The player now move their stations instead of creating new stations at lodes
The players must spend energy to move their stations from lode to lode
The players no longer need to spend energy to transport ores, the players simply get the ores once they mine them
Two players can now mine the same ice/ore lode at the same time and try to drain the resource competitively
To move the distance of the short end of the card, spend 1 energy. To move the long end of the playing card spend 2 energy
The only upgrade is now to mine two ores at the same time. The player must spend 1 ice and 1 ore to get the upgrade
The game ends when both ice and ore are depleted
Killer Instinct
Killer Instinct - Risk Reward
Instructions:
Each player has 6 cards. 2 heavy attacks, 2 medium attacks and 2 light attacks.
Players start by rolling dice to determine who goes first. The player with the highest amount on the dice goes first and become the attacker. If there is a draw the players roll again
Player play a random card from their hand at the same time. If the card do not match the players continue. If they do match the attacker and defender switch. Damage for how many card unbroken is done as damage. The attacker may play up to 4 cards to do damage to the defending player. The longer the combo the more damage that the player may do to the defending player. After the third round the player enters the “Ender stage”. At this stage the player may end their combo and do 3 damage or go for the Ender risk and have the possibility to do 4 damage. The players play their card one more time. If the attacker wins they do the 4 damage but if the Defender guesses right then they block the “Ender” and the attacker does 2 damage and becomes the defender. If the attacker wins players roll again to see who will be the attacker and the defender. Players have 10 lives, once they reach 0 they lose the game.
Week 7 - Ninja Remake
Week 7 Assignment: Nicholas Abbruzzese, Andrew Sidsworth, Jack Caunter, Nathan Thomas, Bulut Gumulu. Ninja – Added rules to make it Task Cooperation. Each player chooses another play and links arms with them. Each player in a link plays as an arm of their ninja. If either player gets hit on their ninja using arm, both are out. New name: Sumo
Assignment 5
Bulut Gumulu
214168876
https://drive.google.com/open?id=0B2yO0q6CiMPjcklpa01oeTNEc3M
Shared with Dropbox
Week 6: Mini Narrative Game “In Search” Krista Skrypuch 214068720
The idea behind the game is simple. Get to the finish line from the start. To do so the player must collect the stars to unlock the doors. The power-ups allow the player a fighting advantage against the boss’ that inhabit the rooms. Though upon killing a boss the player gets an experience boost for future levels.
Part 2
https://www.dropbox.com/s/c5w0fkm2hizalck/Flow.odg?dl=0
Assignment 2 - Space Shooter
https://drive.google.com/a/yorku.ca/file/d/0B4BTzeOu9fj4VVFEd1BsUkJ1MDA/view?usp=sharing
Zip file containing all the code and a build of the space shooter ‘ShooterBuild.exe’
Assignment 2 - Twine Game
Here’s a Twine rendition of “Sorry, with Cards”. Since it’s basically just rolling dice, it’s not very interesting. Changes made: only two players, got rid of the backtracking aspect, replaced card symbols with numbers (Ace>1,Jack>11, Queen>12)
https://drive.google.com/a/yorku.ca/file/d/0ByMU6pl8ry6jMUtGMUtMUDBnVjg/view?usp=sharing
Roll a Ball (Week 2 Lab Assignment)
by John Avenido
https://www.dropbox.com/s/xxh9paohd6u2nn7/Roll%20a%20Ball.zip?dl=0
Assignment 2 - Twine Game
Here is my twine game. I had to switch around our card game to make it possible for twine! Hope you guys play and like it (it’s not very long!)
https://twinery.org/2/#stories/6dd32828-5acf-6895-ad9a-d945389ac757/play
Assignment 2 - Roll a Ball (Unity)
By: Aubrey Garcia
I have never used Unity prior to this assignment so I decided to follow the beginning tutorial.
https://drive.google.com/file/d/0B4Vgvd6Sa7KwQkotQ0p6djNMQ3c/view?usp=sharing
Assignment 2 - Twine Game
https://www.dropbox.com/s/0vf47xmvm7mpwjv/Hopscotch.html?dl=0
-Rose-Mary Ziman
I attempted to re-create the game my group made in class to twine, a lot was changed around but I had a lot of fun making it. I hope you enjoy it!