Week 6

On the last day for our card games, they were play tested and critiqued by Professor Park’s fellow game design colleagues. Even though i thought that our card game was pretty fun and well designed, I was still pleasantly surprised at the positive reactions Professor Park’s colleagues had of our game

 
Most of the play testers thought that our game was fun, simple, and casual. It was something that could easily be picked up and played whenever. Some were greatly amused by the hyperbolic and sometimes gruesome methods that could be used to kill seemingly docile animals. Others greatly enjoyed the “screwage” factor of the game, in that you could negatively affect other players, essentially ruining their chances of winning a round or the game. In the end, most of the playtesters got a great laugh out of our card game. 
 
However, there were still some minor issues with our game, most of them having to the with the aesthetics. For example, one play tester suggested enlarging the number on the prize cards that showed the amount health it had. That way, players could quickly glance around at each other’s prizes and determine strategy. Another play tester suggested moving the number on the action cards that showed the cost from the top right hand corner to the top left hand corner, so that it could be more easily viewable. One issue with the gameplay itself was the Provoke card. The play tester felt that the cost of the Provoke card should be zero because you are basically taking a card and paying the cost the play it, which makes makes paying to use the Provoke card seem somewhat redundant. 
 
In this end, I enjoyed this collaborative experience of creating and developing our card game.
 
 
Derrick Ho

Week 5

Playtesting was our main priority this week, as the major mechanics of the game had already been designed. Not only did our own group playtest the game multiple times, but we had numerous outsiders play the game as well. What resulted was a wealth of opinions and suggestions to improve the game. While many of them were not used, most presented a key flaw in gameplay: the pace of the game was too slow. We had found that half of the turns consisted of just taking an ammo and saying “pass.” This proved to be the toughest problem to solve as of yet, but after a few minutes of brainstorming, we came up with the ideal solution.

Previously, we used the system of choosing to either draw one card or take one ammo. We tried taking two ammo instead of one, but found that ammo simply became a bother rather than a strategic resource. Thus to maintain the value of ammo and the importance of spending it wisely, we devised a more complicated yet immensely superior turn system.  Each player now gets two actions per turn; actions include taking one ammo, drawing one card, or playing one action card. In implementing this change we killed two birds with one stone, speeding up the pace of the game while also preventing players from passing every turn until a prize took damage. Playtesting this new system proved to make the game much more enjoyable.

With the gameplay of On the Hunt almost, if not completely, perfected, we now aim to apply the finishing touches to make the game look professional. We are currently inserting a more sturdy material under our card sleeves to make them more rigid and less flexible. Furthermore, we are in the process of creating a rulebook.

 

Kevin Mashayekan

Week 4

This week, our group brought in the first prototype of our game, On The Hunt. It consisted of animal cards, ability cards, and coins for ammunition and health. When we started playing the game, it went along smoothly, but we knew we needed to change some things around. We realized that the choice of taking 2 ammo per turn was too much, considering that the total amount of ammo a person could carry was 6. So we changed the amount taken to 1 ammo per turn. We also decided that for each new day, the animals that had been caught on the previous day were protected from theft by another player. Another rule we decided on was that the number of players would directly correspond to the number of days played. This way every player gets a chance to make the first move on a day. Also, at the end of each day, each player has to now announce the number of points they have so all the players know where they each stand in the game.

We also found some problems with a few of the ability cards we had made. The cards and changes are listed below with the original version listed in parenthesis:
Stockpile:  Take 2 ammo from all players with a total of 4(5) ammo.
-With the rule change to 1 ammo taken per turn, we realized that it was too rare that someone had 5 ammo.
Preparation: Discard hand and draw 3(5) ability cards.
-Since the maximum amount of cards in your hand is 5, we decided it was unfair for a single card to give a full hand.
Dynamite: This now costs 3 ammo instead of 4 because we found that it wasn’t as effective as originally thought.
Steal Prize: This now costs 2+ instead of 1+ because we found this card to be very effective.
Provoke: We changed this card so that if you choose to play a card from the opponent’s hand, you must pay the ammo to use it.
Shooting Spree: We changed this so that you had to split up the damage instead of having the option to combine all the damage to 1 animal.

To further improve our game and make it look more legitimate, we bought a number of things for next week. We bought card sleeves to serve as cases for the animal/ability cards and tokens for ammo/health. We also came up with ideas for some possible new cards. Next week, we hope to have all the kinks worked out and have the final version ready for completion.

Aniesh Patel

Week 3

This week, the On the Hunt team collaborated and started to make the first cards for the game. I used Photoshop and a few pieces of photo paper in order to create sample cards. We proceeded to make a template for Special Ability cards using Photoshop as well. In addition, we created the animal cards with varying health points on them. The amount of health is equivalent to the amount of damage that needs to be done in order to capture the “prize.” For example, in order to capture a lion, it requires 10 damage because it has 10 health points attributed to it. Other animal cards that we have in the works are as follows: Elephant (7), Crow (3), Goose (2), Kangaroo (5), etc. (The numbers enclosed in parentheses refer to the amount of health/ damage that the animal requires in order for its card to be captured by a player.) In addition to some of the prototype animal cards, some of the Special Ability card ideas that we conceptualized are: “Trade hands with another player”, “Take 1 ammo from each player,” “Attack twice in the same turn”, etc.

The first game prototype is coming along nicely and will be presented next week as well as tested for functionality, utilizing the card components that we have created since the last class. The rules for the game have remained the same since the last blog post. We will be reporting back on the conclusiveness of the gameplay next week after the initial test run of the game.

The above two images are prototype cards for the game, a frontal view and as well as a back view.

Rose LiCausi

Week 2

Expanding our discussion from the first week, our group came up with various new aspects and core mechanics for On the Hunt. We also went back and edited some of our previous ideas.

We have not yet decided on the recommended amount of players for On the Hunt, but anywhere around 2-6 players should be fine. Each player would be given five cards in their hand to start out with. At the start of each turn, players can either draw an ammunition card or an ability card. The ammunition card is to be paired with ability cards when attempting to “hunt” prizes. To make the game more interesting, players themselves can be hunted as well, and prizes and ammunition cards can be stolen from other players. We also decided to cap the maximum amount of ammunition a player can hold to 8 in order to ensure the competitiveness of the game.

We are also thinking about incorporating resource cards into gameplay, but have not yet figured out a specific use for them. Perhaps they could be used to add health points to players or prizes. The amount of health players and prizes have are yet to be decided as well. Hopefully, all of the minor details and aspects of On the Hunt can be figured out by the end of next class.

Derrick Ho

Week 1

This first week of work our group shared ideas and proposals for a possible card game. We decided that my proposal would be used as the general outline of our game. After discussing the problems with my proposed design, however, we remade the game concept into one radically different than the original. Using hypothetical scenarios, we determined that this new concept will be much more successful than the first design.

On The Hunt is a game played solely with cards, themed as a hunting competition in Central Africa. Players compete with one another to damage “prize cards,” or animals, and collect the cards for themselves. Each prize has a maximum health of its own, which also acts as the number of victory points it is worth. The player with the most points at the end of the game will be the victor. Prizes are damaged via “ability cards,” which are drawn once a turn and are collected in each player’s hand. Ability cards can damage a prize, affect the user’s next turn, or harm other players. Only one ability card can be played each turn, and no cards may be drawn if a player’s hand exceeds five cards.

The goal of this game is to create an intensely competitive environment which will encourage loose alliances between some players while sparking rivalries between others. Indirect conflict will be at the key aspect of the game; multiple players will be competing for the same prize but only one player will collect it. This type of fierce competition should be the driving factor of On The Hunt‘s success.

 

Kevin Mashayekan

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