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"I'm Dorothy Gale from Kansas"

Game Changer & Make Some Noise

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First Act of Discovery
I don’t know if the lecture inspired them or if their meeting with Dr. Nacke shined a new light upon them but the programmers of the group were able to put together a playable executable for the rest of the team to try out. I was excited to see the efforts of the team come together into something tangible. If I can recall correctly, a number of our professors mentioned that it is vital for an artist to see their work integrated into a prototype or the game to know that their efforts have some effect or value. This was the case for me because as soon as the game booted up I was feeling giddy.
It actually inspired me to go about thinking as to what I could do to make it even better. One of the biggest issues that I see right now is the fact that there is no exterior barrier for the level. I feel that if we added a huge wall surrounding the city as if it were something created by a police force or army it would not only solve the issue of a lack of exterior bounds, but it would also make sense according the fiction and the circumstances. Why wouldn’t we want to contain this monstrous outbreak by using giant walls?
Also, as I was playing I felt it was pretty chaotic and random. But this could be used in our favour. I think my teammate Harry said that Dr. Nacke suggested adding a survival mode. My spin on it would change its name to “Insanity Mode” where the speed of the game remained the same and the monsters spawned it the random locations they do now. In other words, keep the game the way it currently is for Insanity Mode. It would be pretty crazy as opposed to the guided story mode. There is some charm in how the game plays currently and I feel that should be kept through the Insanity Mode. This is by no means what will be happening in the game but I will bring it up with the team (if they haven’t read this blog post yet).
With the short amount of time that we have left to make the game we can’t go too crazy with things to add to or change to the game. This is part of the reason why I would like to see this Insanity Mode because it would be very simple to do. I’m going back to play it some more to see what more can be done to it. By the way, the back ground music that Harry has started making for the game is so awesome and is very reminiscent of the premise of the game. Looking forward to hearing more from him.
15 Love
NOTE: This post has nothing to do with tennis. If I happen to be so popular or a tennis player happens to be so fortunate to stumble upon my blog then please don’t expect words of tennis. Instead, expect words of awesome :P
I saw this on a fitness/weight loss blog but I feel like it applies equally to shaders. Brain exercise and body exercise have a lot in common :]
It's not just for fitness or shaders, but for everything challenging in life, imo.
Game narrative tells an interesting story
I’m a huge fan of narrative in games. Who isn’t? It’s that thing in games that initially intrigues me and it’s usually the thing that keeps me playing up until the end of the game. The thing that I always come back to is “how should the story be told in games?” Should it be more passive like through the use of cutscenes or more immediate where the story takes place around the character, during gameplay?
It's All on the Surface
So I haven’t done a blog post for Graphics in a while and I’m not too happy about that. I’m not sure why it’s been so long but hopefully my next few blogs will appear on regular weekly intervals. There are two things I am most proud of in terms of work over the past couple of weeks: my AK texturing and the progress I made with CG.
The AK47 texturing was a long running project, like most things, and I’m pretty happy with the results, mostly. For the wooden portions of the rifle I played around with some things in photoshop to see what would make the best effect. The game is grungy and dark and the rifle needed to reflect that. Also, I wanted to make it look pretty. The player will be looking at this thing for the entirety of the game so I wanted to make sure it was worth looking at. Primarily I didn’t want it to be an eye sore. If the players aren’t distracted by it and just accept it as their trusty tool of destruction then great.
The Everyday Janitor
The character that you play as in this board game is a man or woman who is a janitor at a school. You have family to take care of and they rely on you to make ends meet.
An interview with Otto Johann Weiss
This week we were asked to write an interview between ourselves and ourselves. I kid. It's actually an interview with a character that you create and the interviewer is you. To make it interesting, I RPed as a German journalist during the end of WWII where Germany was doing poorly and nearing defeat. I needed an interview to rally the German spirit and I got it. Here it is:
Oh, perfect. Look at this ideal, young Nazi. Tell me about yourself, Arian boy.
Looking Towards the Future
You don't need to be lonely in Solitaire
Solitaire is quite a lonely game, as its name implies. It is a one player game, and in many cases people tend to play it on their own. We were asked to change this for our Game Design and Production assignment by making it a two-player or multiplayer game. I have chosen to make it two players. Before I head into to explaining the redesign, let me briefly go over the rule set of Klondike, the version of the game for which I am making into a two-player game. I will do this by giving you a link to understand how the game works. Here you go: http://www.klondikesolitaire.net/HowToPlay.html
Edutainment - For the Vegetables!
Educational games have been interesting to say the least. Although in the past these games had a tendency to be poorly made it is still a very intriguing means to communicate information to the student/player. That is why research and further development exists for educational games. This is likely the reason why we were asked to make a game of that type. Specifically “a board, tile or card game that teaches players when which vegetables are in season.” In my case, I came up with a board game and I called it “Picnic Basket”. Picnic Basket drew its inspiration from Clue and Monopoly.
HUDs and Studying and Coding, Oh My!
Since my last blog post I made some progress in most facets related to Game Design and Entrepreneurship. First, I would like to point out the progress I made for our GDW group. It isn’t too much but I’m pretty happy with the results. My biggest accomplishment that week was the generation of the HUD. I knew that we needed a way to represent the health and ammo the character, along with some very apparent effect that indicated that the player was taking damage.
We have decided that the health bar will be divided up into a certain number of portions (the number has yet to be defined because it will depend on how the game plays and it is not playable yet). For each hit you lose one portion of your health bar. If you avoid getting hit eventually the health bar recovers to max. This is much like any other modern shooter and we feel it shouldn’t deviate from the formula. No need to fix what ain’t broke!
To the right of the health bar we have the ammo bar. Because the only weapon the player will have access to is the trusted AK47 it was only required to create an AK47 silhouette to clearly indicate that this was the ammo bar. The amount of ammo in the current clip is shown through the white ticks on the bar. Mr. Fullerton suggested that we change the ticks into bullet sprites. Although I think the white ticks make it pretty clear I will still play around with idea. To indicate the amount of ammo the player has as a whole, I have added a small number to the right side. Again, this is rather common in shooters but that was kinda the point. It’s meant to be intuitive and any deviations from common design will make it not so.
Finally we have our hit indicator. This is the giant blood platter on the screen and it will show up when the player is getting hit. I felt that simply reducing the bar to lesser and lesser amounts was not immediate enough; during the heat of combat the player would be focusing on where their crosshairs lay and not the bars below it. With the blood splatter it will become very clear that the player is getting hit and must avoid further damage.
The reason that the HUD is rather bright relative to dark representation of the game is to make it stand out. It will be rather distinct when compared to the dark and grungy feel we’re going for.
After the completion of the HUD I spent the next few days studying quite extensively. I’m not going to bore you with details but I felt I did pretty well on all my midterms and so that time studying was well spent. More importantly, following the midterms I slept. After that sleep I worked on some Cg!
My morph program was irritating me quite a lot. I’ve been half-working on it for the past couple of weeks, usually becoming quickly discouraged and stopping my work on it for that day. I always saw something better to do with my time, considering there was other work to be done and I was barely making progress with this program. But when midterms finished I felt obliged to finally completing it. And I did! A fellow classmate of mine’s named Mirza Beig suggested I change a few things in my .cg, making it a bit simpler. I honestly felt that there would not be a difference, but clearly that wasn’t the case when the program worked as it should. I still don’t really know why there was a difference but hopefully I can clear that up soon.
What I initially tried doing was feeding in the two sets of vertices into the Cg program lerping between the points and then making the resultant point a vertex when drawing lines. Of course, this would be within a loop found between glBegin(GL_LINES); and glEnd; but it wouldn’t work. So I decided to change the texture coordinates of the source model into the vertex coordinates of the target model and lerped between the two in the Cg program. Again, no luck. Over time I found a few inconsistencies and flaws and fixed them but I had yet to see my donut morph into a ufo. Finally I spoke to Mirza about my problem and showed my code. He suggested that I simplify my Cg program. He told me to get rid of the input and output structures along with making main a void. I never considered not returning something as option, but it made sense. Also, I learned that you can specify in the function’s parameters and input and output variables by preceding them with the words “in” and “out” respectively. As a result, the interpolation would be made in the .cg and it would show in the morphed model. There was no need in returning anything! A new light was cast upon my Cg mind.
And that was my week in a nutshell. Looking forward on making progress with my art and programming capabilities.
Skyrim's Flowing With Goodness Part I
Note: This blog will be a two parter due to the nature of how I see the flow; the journey to the flow state and the flow state itself. Also, it's because I am lazy :) The next part will be released next week.
Source: http://elderscrolls.wikia.com/wiki/Skyrim
If I had to choose the 2011 game of the year, it would be The Elder Scrolls V: Skyrim. There is a lot to love about this game; the seemingly infinite hours that can be spent playing it and how it makes you feel like a bad ass! Skyrim is escapism at its finest. What makes it such a great medium for escapists to lose themselves? Well, a good chunk of that can be contributed to the fact that most of the time it has great flow. In this post, I am going to highlight some things about the game that bring to light how a player attains the flow state in the game. By the way, this post should be rather spoiler free so there is no need to fret about that.
Getting into the Flow
The province of Skyrim is a huge place. For those of you who have played this game’s predecegssors of Oblivion or Morrowind, Skyrim’s map size is similar if not greater considering all the mountainous areas of the game. Due to its size Bethesda, the game’s developers, were able to pack a lot of content in it. They’ve placed surprises around every corner, most of which can be very challenging. It is easy to come across enemies who are tough to kill and pack a mean punch when travelling from one place to the other. This includes bears, horkers (walrus type creatures), and giants. Most important of all is that the player can run across a dragon which can be a long and deadly fight if the player is not prepared. It is the challenging nature of one of the most core dynamics of the game, exploration, that helps player enter the flow.
Source: http://elderscrolls.wikia.com/wiki/Skyrim
But players aren’t just sent out into the wild, they are usually given an objective. With the objective they are given a map indicator to give them a sense of where they are going. Not only that, but they are given a journal that tells them where they need to go and what they need to do when they get there, in case they missed the information they ran across through interactions with the people of Skyrim or their books and letters. It gives what they are doing a strong sense of purpose. When the quest is complete, there is a very clear result. These tend to be the NPC giving the player what they promised them in return for the player’s efforts or some on-screen indicator. With this it is apparent that there goals and feedback to them.
What isn’t necessarily clear is the end of the game. Is there and “end” in Skyrim? In the traditional sense, I think not only because players can spend hundreds of hours playing the game and still have more to do. In essence, it may appear to be never ending, but the player always feels like there progressing forward. No matter what they do they will always know they have done something of value. If they reach a new town it will show up on their map. If they clear a dungeon, the dungeon icon on the player’s map will be dubbed with “Cleared”. No matter what the player does, even in a never ending game like Skyrim, their actions will hold some weight.
In the end, it is easy to get submerged into Skyrim’s vast land through the challenge that comes with the unknown, going on and completing quests and having no clear end on the player’s mind but seeing the results of their actions.
Black and White
Like a lot of other things in gaming graphics, I always felt that lighting would be computationally expensive but I never really understood how game programmers would deal with it. It wasn’t until I watched some video documentary trailer type thing for Mass Effect 2 where the developers explicitly stated that they painted on the lights in many of the environments. This is pretty much what shadow baking is.
The shadow mapping, on the other hand, was very limited in Mass Effect 2. There were very little dynamic entities in the game, and as such would be easy to cast shadows from these characters. Literally the only things that moved was the player and the NPCs. There were ships flying around and holograms and what not but those never casted shadows at all. It’s very interesting to see how developers tackle these sorts of problems by such creative means.
Though, through observation and analysis it becomes easy to lose sight of makes video games so damn good in the first place; they’re escapism. Generally game worlds tend to be over-the-top, but the most immersive ones always keep themselves much grounded in reality while maintaining the fantastic. This is how I've been treating the Mass Effect franchise as I tend to turn off the analysing portion of my brain and turn on the "I'm Commander Shepard and I can only think about saving the galaxy from the Reapers... on the Citadel" portion of my brain. I think it’s important to try and keep that distinction but at the same time it is extremely important as a student of game development to be able to catch these things, especially when I want to make games similar to it.
Looks like the short blogs are a recurring thing for Graphics. Damn... Hopefully I'll make some more substantial ones in the near future.
The Decision to Play the ME3 Demo Was A Good One
Mass Effect is my favourite gaming franchise of all time. I’ve never been so enthralled by anything like it before. Its rich sci-fi universe, tactical third-person shooting, and the decisions that I am allowed to make thrust Mass Effect into a tight, story-based experience that I can call my own. This is the very reason why I was opposed to the prospect of having co-op multiplayer in Mass Effect 3; Mass Effect was my experience. Mass Effect is ME and I don’t want the experience shared. I put my prejudices aside to eventually play the multiplayer portion of Mass Effect 3’s demo and I am glad I did. Much like how Bioware flaunts how the Mass Effect franchise is full of player choice, I too will bring to light the multiplayer choices of the third instalment, at least with my experiences with the demo.
/*Good thing too, I spent almost the entirety of the past few days playing it so at least I will extract some academic value out of it XD */
Building You
As with the core Mass Effect mechanics, one can choose a class/character type from a list of six in the multiplayer portion of the Mass Effect 3 demo. There are the weapon/DPS-based Soldier class, the support/debuff Engineer class, the physics-based/impairment Adept class, and any combination of two of the above. All classes consist of male and female humans that the player can choose, males being exclusive to one set of classes while females being exclusive to the remaining set, at least at the start of playing the multiplayer. Each character generally has a different armour set and profile posture. There is even the potential for playing as an alien, a first in the Mass Effect franchise. Once the player has chosen what class they want to play they can choose some aesthetics of the character such as armour color and pattern. On top of this they are also allowed to have whatever two weapons they want to carry, whether it be a sniper and a shotgun or an assault rifle and an SMG. Your weapons can have various upgrades and attachments, too. More importantly, the player is allowed to name their character.
All these customization will initially be determined by emotional decision making. The player has little experience with the online systems of Mass Effect’s multiplayer, so the decisions made at the start of the game in terms of class selection and visual customization will be primarily based off of the player’s preferences. This has become their avatar for Mass Effect’s multiplayer realm.
The neat thing that the multiplayer did due to the limitations of playing online, relative to the original pause-plan-execute type of mentality of the first two games, was decrease what was once a plethora of abilities into only three. In the first two games the player was allowed to pause the game to display their powers, and their squadmates’ powers, and choose what powers they wanted to execute on which enemies. Because of the nature of online play, it would be destructive for the pace of the game if each player were to pause the game to select one of many abilities to use. What makes this so neat is that the plethora of abilities present in previous games was split among the four possible characters in each class, along with some additional new skills, giving each character something unique to offer to the player.
No two characters are the same, and because of this, it gives the player a unique set of skills. Here the player has to decide on the best character for their play style in addition to the aesthetic awesomeness that some of the skills may provide, especially when considering the differentiation between the skills in early level versus later levels.
Mass Effect, like many other RPGs or games with RPG elements (choose what you will to consider Mass Effect as a franchise as you will) has a number of abilities that can be upgraded. This is no different in the multiplayer of Mass Effect 3. All the characters’ abilities can be upgraded, and there are a couple of options when upgrading. Past the first three levels of the ability the player will be faced with a binary choice as to what kind of specifics of that ability they want. Both choices tend to be rather enticing, making it very difficult for the player to choose. With whatever option the player takes, they will feel a desire to possess the benefits of the other. A dilemma such as this is a classic example in games and RPGs, and the best choice is one that will benefit the player most on the battlefield.
Calls on the Battlefield
Although Mass Effect may be an RPG, it is an action game as well. In action games there tends to be a lot of instantaneous decision making that occurs whilst playing online or offline. This is very true for Mass Effect 3’s multiplayer. At first it takes some time to get used to the abilities that a player has at their disposal, but as soon as they get a hang of it, one’s actions become almost instinctive. Additionally, the smoothness of the gameplay further adds to the flow of the game. Among third person shooters, Mass Effect 3 shows a lot of strength where it shines, but that makes its flaws that much more apparent. The pace of the game running in everyone’s minds while playing the game demands for a high level of fluidity that the game more often than not provides.
It is very easy to start shooting immediately after a roll or some power usage and to jump from cover to cover. There is a specific occasion where I felt like a diety for performing some set of actions. An example of this was when I was playing the aforementioned Adept class and I was the last one on the team alive. In front of me there was a Guardian, an enemy holding an impenetrable shield, with a small posy of enemies following him. Behind me there were some stairs where at the base of them, it would provide an elevation difference where I would not be hit by their bullets. Shooting at the shielded enemy won’t do much damage so what needs to be done here is move the shield out of the way. Luckily my Adept character has an ability called Shockwave that produces an energy wave that disorients the enemy for a moment. In the Guardian’s case, he would move his shield to his side, leaving his entire being exposed. I would roll up the stairs, use Shockwave, shoot the Guardian a few times, and roll back once the shield returned to its original position and so I could get some cover while my ability’s cooldown timer reduced to zero. I would repeat the same process a couple of time to finally finish him. In this case I was just playing instinctively, combining the knowledge of my skills and the enemy’s weakness. I took down the last remaining enemies with relative ease.
Other times I felt like I was fighting the systems at play. This was particularly the case with some of the melee systems. The melee system is rather automated with the player only having to hold the B button to perform a powerful melee attack. On a large number of occasions I experienced my melee’s missing when I was right next to the enemy. I’ve learned over time that it may be a result of being too close to the enemy or having the angle slightly off. When the melee system is as automated as the one in Mass Effect 3 then one expects ease and results and sometimes that isn’t the case. Also, when I tried to perform nearly over the top movements by trying to traverse the field in a very controlled manner, the game would not reply as expected. Although this gripe isn’t necessarily for Mass Effect exclusively, it always hurts when I see it in third person shooters. It is very often the case that a player would stick to a wall when I’m trying to run or vault over something.
Another instance of wall sticking is when a player tries to revive a downed squadmate while being close to a wall: they always stick to it. The interesting thing in this case is whether the living player should choose to revive their friend when it may be such a hassle. From my experiences in the demo, it is very important to maintain a group dynamic and keep communications going to succeed in missions. This tends to be hard when some players may have a tendency to be downed. Also, it likely that the player was downed in a group of enemies, further increasing the hassle. Though, for a skilled group of people who have some emotional investment with their teammates, it shouldn’t be hard to make the decision.
But players don’t have to wait for their teammates to revive them because they can revive themselves. Each player is given a number of single use resources. These include a med kit that can revive them from their downed but not out state, stock up their ammo, replenish their health and shields instantaneously and the capability to use extremely powerful rockets. Only two of each can be used during the entire 15 to 30 minute session, which is up to 10 waves of increasingly difficult enemies and a final survival wave.
In terms of the med kit the player can wait, like mentioned before, and be revived by their squadmate or they can revive themselves. The problem with just waiting is that an enemy can walk up to the player and finish them off when they’re in a downed state. With this fact in mind one would be inclined to use a med kit, but they’re in limited supply.
What players are rarely inclined to use are the ammo packs because there are ammo supplies, which replenishes one’s ammo an unlimited number of times, everywhere throughout the map. Play the map once and one will memorize the ammo supply locations, though I did find the ammo resupply option useful for the last survival wave where we had to remain at an extraction point. Because I shouldn’t leave the extraction point it would become difficult to resupply ammo at a resupply location, so the ammo pack became useful only then.
What I found most useful was the health and shield regeneration item. Things can become very hairy during the demo and one can find themselves is very harsh situations very quickly. It’s very likely to lose one’s shields and health in a matter of seconds, almost unfairly at times. The shields and health replenishment quells that injustice, at least momentarily. Also, the player must be careful not to get themselves into those situations without some teammates because they have a limited number of this item, like all others.
Sadly players are also limited to only two rockets, but it seems to be for good reason. These rockets are powerful and can take pretty much any enemy out in one hit (and most of the time multiple enemies in one hit). These rockets are primarily used on these large mechs called Atlas’. These guys are equipped with a machine gun and a rocket. In addition to their hefty amount of shields and armour, they are a very difficult enemy to tackle without heavy fire power. Yes, it is possible to take out an Atlas with one’s guns and abilities but they are very dangerous and will require quite a bit of time to take down.
Another neat trade-off to consider is how weapons affect a player’s abilities. Each weapon has a weight assigned to it. The more the weapon weighs, the longer the player will have to wait for their skills to recharge, but the heavier weapons tend to be stronger. This is an interesting choice that the player is faced with and I think it can be boiled down to what class their playing. Characters that rely on power use should not go for weapons that are heavy. Although the weapon has more damage, they will have to wait longer for them to use something more effective. In other instances with characters that have more passive skills, it would not hinder them much to use a heavy, high damage weapon. Specifically the Krogan character under the Soldier class would be most effective with the high damage, heavier weapons.
One of the most important skills the Krogan has is to go into a rage state after they’ve pounded a couple of enemies with their head. Here the Krogan gains additional health, shields or damage, depending on how the player chose to tackle that skill’s tree. Because of the close-quarters nature of the Krogan Soldier it would beneficial for it to be carrying a shot gun. The best shotgun is very heavy, hindering skill regeneration. Because of the Krogan’s lack of reliance on skills and more on brute force, it would be beneficial to go with the heavy shotgun as the best possible choice to make.
On the other hand there are a number of characters that require their skills so they may be most effective. One of the classes in this paradigm is the Adept. They can be viewed as the magic users in the world of Mass Effect, and when they’re incapable of using their powers they are not necessarily useful. This is why for the case of my Adept, I chose to give it only one weapon. With only one weapon, the cooldown timer to use a character’s ability reduces down much faster than if they were carrying two. Of course the player is less capable as a fighter but more capable in the role that they have chosen.
Heading back to the topic of skills and abilities, there are a bunch of decisions and tactics a player can make during their online session. A number of character and classes in general play it pretty safe where they are most valuable from mid to long range. Other characters require the player to be on the enemy’s toes to be most effective. An example of this is the Sentinel class with their Tech Armour ability. This skill provides the player with additional shields but that is not what makes the skill worth investing points into; any player can keep their head down for a few moments to recover their regular shields. No, what’s interesting with this skill is the fact that when you discharge it a small, damaging blast is sent from the player outwards within some radius. This means the Sentinel is most effective in crowds of enemies that are surrounding it. Obviously being surrounded by enemies is almost futile but it is required to unlock the full potential of the Sentinel. It is up the player playing their Sentinel to attempt to reap the rewards from their risky assaults.
Reaper of Rewards
At the end of a match the player is awarded for their successes. The player is given experience and credits to spend on skills and randomized packs useful to the player, respectively. What I want to focus on is the packs. There is the less expensive pack called the Recruit pack and there is the more expensive pack called the Veteran pack. One can buy four Recruit packs for the price of one Veteran pack, though it is more likely to obtain something better in the Veteran pack.
But what do these packs give? Well, a whole range of things. They resupply you on med kits, rockets, etc., unlock weapons and weapon upgrades/attachments, and unlock characters and character customization options. This is a very unique system in the online multiplayer realm and I have developed a love-hate relationship with it. It’s always exciting and nerve racking buying a new pack because one does not know what they will get from it. It’s almost like gambling or buying a pack of cards for one’s favourite card game; you never know what you’re going to get but you have to try. In packs that I failed to obtain anything of worth in I always thought to myself “what if I had bought the Veteran pack instead of these Recruit ones?” Although it is primarily based on luck, the player still has a choice to trade the resources (or credits) they’ve obtained from completing the objectives during the match towards a high risk-low investment Recruit pack or the lower risk-high investment Veteran pack.
Conclusion
In the end the Mass Effect 3 multiplayer demo is rather deep and provides a lot of options to the player to make decisions upon. From the inception of one’s character or plethora of characters, to the gamble at the end of the match with the exciting battles in between, the demo is always presenting the player with choice. I lost myself in its exciting pace; failing to consider time and my own needs as a human and as a student, not realizing that I should complete a blog post sometime in the near future and grab a bite to eat. I’ve gotten to a point where I feel comfortable with my skills and my characters have been levelled a bit and equipped with good weapons that I can begin to take on higher levels and not be utterly annihilated, and comfortable enough that I can leave the game while having my gamer needs satiated.
On a side note, this post has inspired me to actually write a full review for the game when it is released. I’ve always played with the idea of writing a review but I never really got around to it. Looking forward to the game and the time following it with writing the review.
Sweet Redesign
Well this is a bittersweet situation. I made a previous blog post about a game I made that I called Honeycomb. I ended the blog with me saying that I can finally let my idea go but after thinking for a while about this assignment where we have to change one of our previous games to be entirely luck or skill based I felt that Honeycomb would be the best candidate.
The rules for Honeycomb can be found here: http://lukazn7.tumblr.com/post/16968404741/the-game-that-could-have-bee-n. Just read up until the part where it begins to mention MDAs for a good feel on the rules/mechanics of the game.
As one can see the game is very luck based with some strategy being thrown into the mix. It all comes down to the player’s roll, though the player can manipulate some of the outcomes by going along different paths or performing some action or impede or progress their own or their opponent’s movement.
In opposition to its luck-based nature, what I want to do with Honeycomb for the change is to make it more skilful. The goal remains the same: get to the queen bee first. The difference’s here is how you go about it and the differences in the map layout. There really won’t be any paths but more open areas. This may require the base board, upon which you can customize a new board through the placement of tiles, to be much larger than I had initially conceived it. In any case, the path-like nature of the original board layout designs would cease to be prominent because open areas would lend themselves better to a skilful playstyle Additionally I think having the players start out in different ends of the map while the queen bee would be in the middle. This would make it a little more interesting.
How the player moves would be through their movement counter. Much like in many tactics games characters are able to move a certain number of spaces. The player’s movement counter can vary depending on what kind of effects they’re under. These effects are placed upon the player with the effect tiles.
Like in the original version, this skill-based Honeycomb will also have effect tiles, although the effects will be more inclined to the play-style I’m trying to achieve. There will be temporary and permanent movement counter increases through the support tiles. Along with those there will be some attack tiles that force the player back some places or permanently decrease their movement counter. Also, there will be effects that allow the player to make certain tiles “rotten” where it would take up two movement counters instead of one. This is just a sample of some of the potential effects that can be earned from these tiles.
In the end the game is very skill based because the players must manage their movement carefully along with being aware of other players’ actions and abilities.
"Polish" Your Glasses for Luck
We were asked to make a change in the game Tic-Tac-Toe to be based around luck rather than skill and make it appealing/challenging for adults. My change in Tic-Tac-Toe has a bit of a thematic change to it. I call it “Polish Tic-Tac-Toe” and it is a drinking game (SHOCK!).
So in my set of changes the player is assigned the color of red or white and is given shot glasses of their color. This effectively replaces the x’s and o’s for the more thematic red and white national colors of Poland. Now the player must roll two dice, one red and one white. The values 1-3 on the red and white dice represent the x and y coordinates, respectively, on the grid. If a player rolls between a 1 and a 3 on both their dice they are able to take one shot glass of their color (filled with your drink of choice, preferably some Polish vodka for the sake of theme and awesomeness) and place it on that space. If an opponent’s shot glass is occupying that space that you rolled then you can take that shot and put your glass on their spot in their place.
Now here’s the funner bit. In the instance where the player rolls a 4 through 6 they have to perform some challenge. Most of the challenges tend to be rather well-known but there will usually be a twist with this game. Let’s say that there is the challenge of doing 10 push-ups but to make it more thematically appropriate the player must name a number of works by Roman Polansky while doing them, or figure out what some word means with the given clue. If succeeded, the player can roll that die again for the chance of getting a 1-3. In turn, they can put their glass on the grid. If they fail they cannot place a shot glass down on the grid this turn. If they get a 4-6 again they would have to perform another challenge. This will remain true until the player rolls a 1-3 or fails a challenge.
And finally, the winning condition of Polish Tic-Tac-Toe is to get your three shot glasses in a row, as with regular Tic-Tic-Toe. The victor must take another shot.
So that was my change to Tic-Tac-Toe. Although there will be some drinking in this game there will also be some challenge, the latter becoming more and more difficult as a result of the former.