Ma thổi đèn: Bí Mật Mộ Chi Long Lĩnh Dựa theo loạt tiểu thuyết Ma Thổi Đèn, tương truyền một căn hầm bí mật ở Long Lĩnh, Thiểm Tây khai quật phát hiện một lọai văn tự Long Cốt lạ, Tuyết Lị Dương đến điều tra thì gặp bọn người của Hồ Bát Nhất, bốn người họ vào khu mộ âm hồn để tìm hiểu ngọn ngành, Hồ Bát Nhất tìm hỏi về việc cái bớt đỏ, Tuyết Lị Dương nói ra câu chuyện về tiếng kêu chim chá hộc năm đó...
Posting the final product before the concepts because I CAN
(actually, it’s because the photos are more easily accessible but I digress...)
Dragon Labyrinth is a game I created earlier this year during my second-year at AIE. We had to create a game for a “client” (and by “client” I mean our teacher and whichever poor soul he managed to drag into pretending to be a client for us). When it came to be my turn, he had gathered some volunteers from graduate students who like to pop in from time to time to see how the next generations of game students are going. (Okay they’re actually more 3rd-year students, but they just don’t get taught in the building, they work in a building about a street over and get mentored rather than actually have classes like us, but we call them graduates anyway because they've technically graduated. The third year is a “graduate program” and I am getting off topic...)
As I was saying, it was my turn to talk to my clients. Before the meeting, we all picked from a list of prompts and created a game idea to pitch. They would act like real clients, asking us questions and testing us on how well we spoke with them. Checking the scope of our games and seeing just how well we are able to say “no” because if they start asking for more and more, you need to know your limits and when to tell your client no.
From the list of ideas, I chose to create a Turn-Base Game. This morphed into a Dungeon Crawler/Multiplayer digital and board game. I decided to create a digital version, and a board game version because I didn’t have strong hopes in my programming abilities. We only had 5 weeks to create the game (same time span as the Happy Haunts game I created previously to this), and I struggled to get the programming in that game working let alone this multiplayer/turn-based game I came up with. But I knew I could finish a board game.
I did really well in my pitch meeting, I had a strong idea of what the game and it’s finished product would look like, I told my clients that I doubted I would be able to finish the digital version of the game, and would probably focus my efforts on the board game, and they were eager to see what I would do. I spoke clearly and didn’t fall into the trap of saying yes to the client all the time. Things were looking good :D
I’ll go more into the creation of the game another time, but for now, enjoy some pictures of the finished product and a link to the instructions. I wasn’t able to test the game as much as I would have liked (I still haven’t even finished playing through the game completely yet), so the instructions are likely to change if I ever continued this game in the future. But aside from that, I hope you enjoy!
(All the art was done by me this time (except the boss/enemy drawings, those two were my twin’s))