Cooperative Struggle

The last few blocks of the second year started with an assignment to make any kind of game we would like, however, we needed to pass through gates and work as a real company. This challenge I did with Kevin Beijer, Emiel Dijkman, Demi Vos and Trent Winter.

Potion House.png

In this project we needed to come up with our own designed concept and problem. We wanted to make a game which increases the sociability of the people that are playing it. In this project, we needed to come up with our own designed concept and problem. A problem that we want to tackle is the general ‘toxicity’ that you can find in gaming. Why is this a problem? With reports showing that users who experience toxicity in an online community are 320% more likely to quit, developers concerned with user retention can no longer afford to look the other way. Getting rid of toxicity, in general, is very hard with the use of one game, but our game can help players out to be more aware of the situation. We want to make a game which increases the sociability of the people that are playing it. Our goal is to leave a lasting effect on the player, where he or she will be less unsupportive while playing games. We want to apply this effect with incentives, there are a lot of research papers about this subject and not all of them are alike. This will be for us the challenge to figure out how to give a lasting effect on the player.

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The game is about two players that need to figure out what is going on in their local forest. Once they discovered what is going the real challenge begins. Not only do the players need to cooperate with each other, the difficulty is also spiked up due to the randomization of  (de)buffs. These (de)buffs will change the gameplay depending on what the wheel of (mis)fortune spins. It could be negative, it could be positive. This way we want to entertain our players and give them a valuable lesson of cooperation.

The game is definitely not finished and we are still busy with it, in the near future, this post will be extended.

Project group;

Kevin Beijer: https://sites.google.com/view/kevinbeijerkinbergames/home

Emiel Dijkman: https://emieldijkman.wordpress.com

Demi Vos:

Trent Winter.:

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Radioactive Emergence

The second block of the second year we had to design a game that had emergence in it. Again we were randomly assigned into different groups. The game we came up with was set in an apocalyptic world, where the government is the last hope of humanity. They found out that there was an extremely dangerous leak in one of Dr. N. U. Clear’ power plants, which exploded causing the setting of the game.

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One of the Balcony rooms in the game

 

The goal of the game is to clear all the buildings in the facilities from the mutated workers. The player starts the game in a building the furthest away from the actual core that is causing the mutations, and therefore the mutations are less severe and the enemies are weaker. The more buildings you clear, the stronger the enemies get because
of the stronger radiation. The game’s objectives contain secondary objectives and the main objective ‘Find the Exit’. Within this gameplay type, you as the player have many ways to complete each level. The player can be stealthy by sneaking through the level and eliminating every mutant in their way silently with a weapon that has a suppressor. The player can also run and gun through the level with their favorite weapon they selected from the beginning. However this will attract many mutants to the players its location, so be prepared. If one of the soldiers of the player died of radiation, that soldier will transform into the tank mutant. The player has to kill this tank mutant to proceed
through the exit and enter a new level.

One of the special features we had in this game was the procedurally generated rooms. Are developer had created a script which made each level new and interesting. By designing the new and interesting rooms we created a full-on replayability experience.

 

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The aftermath of a run and game playthrough

Another fun experience was that I could do some of the voices within the game. My low voice would make some interesting voices and I was excited to do the job. Sadly I’m not able to upload the audio files just yet. But they will be available in the near future.

Project group;

Jelmer Bouma:

Liesanne van Dieren:

Pieter Jagersma:

Réka Radics: rekaradics.wordpress.com

Cristina Roïbu:

Racing through VR

A new year had started at Hanze Hogeschool and I arrived in the first block of the second year. The assignment that we got was a very interesting one, we would design a game in collaboration with a company designing serious VR games.

Chromatic Magic was my first ever VR (Gear VR) game I have worked on. Our client wanted us to make a game made for autistic children between the ages of twelve and sixteen, these children needed to exercise with their programmed home trainer for one hour a day, three times a week.

This game needed to motivate and entertain the children into exercising. Autistic children tend to dislike change and to create a new routine, thus making this problem
a hard one. The main gameplay revolves around the player generating magic (Jadu) by cycling in real life. The player can buy upgrades with the magic they generated making it easier to produce more magic and in this way progressing through the game. Based on how long the player cycles the more magic would be produced. The room where the child would be in would change accordingly to what the child bought and unlocked within the game.

Sadly this game couldn’t be fully developed due to a shortage of time. There was too much we needed to learn and add within the 8 weeks we good. However, I got a good experience with it and now know a bit more about VR technology.

Project group;

Mark Alberts:

Priyangshu Goswami:

Koen Vrieling:

Serious Chicken Design

In block 3 and 4 of Game Design & Development we had to design a serious game for children between the age of 8 and 12 called ‘Mind if I Control?’. This game had to teach the children computational thinking, even more precise, abstraction. We all came up with an idea in the early phase of designing and we decided to combine them into one game which was Mind if I control. Mind if I Control is a free tablet game that will be more than a source of entertainment. More than that, Mind Control is a game that will be capable of training children’s abstraction and problem-solving skills. In the game you are a young scientist whose last invention is a mind control device. And you are testing your invention on a chicken. In order for the experiment to be successful, players will have to think their movements in advance, plan, and be able to figure out the best solution to the task at hand. The part of game design was mostly done by myself and Gaspar, Gerco also helped us with this subject.

 

 

Once in block 4 Gaspar and I designed a few levels for the game and helped to develop a few code lines. From here the game is in progress and we are working really hard to realize this game.

Project group;

Nina Batema:

Denitza Stoyanova:

Gáspár B. Virágos:

Manuel Dalprá:

A flare for the Project

The first year of Game Design & Development was a nice year full of new things. At this course I drew my first art, this is one of my earlier art design we needed to make for our project game. Which was a zombie-survival-strategy game called Road of Cards.

The game was about a group of survivors that needed to defend their camp against endless waves of zombies, your score was determined how many waves you finished. You could do your moves by selecting the cards you currently had in your hand. When we finished our block we had to hand-in our game, but we had more ideas to improve the game:

  • By adding a map where you could travel to other places and encounter enemies.
  • Unlockable characters and different weapons + loot.
  • A building option, where you could design your own base.
  • A trading system with other settlements.
  • More zombies and enemies.

Because it was the end of the block we finished our game not even half done, but we met the requirements for our assignment.

Project group;

Joel Boklöv:

Manuel Dalprà:

Menno van Delden:

Mark Van Koningsbrugge:

Protectors of Dunmirk

When I entered block 1 of Game Design & Development we had to design a card game which was for us Protectors of Dunmirk my first game that I designed together with Amedeo Marini, Alex Martynenko, Denitza Stoyanova and Daan Veninga. We needed to design a card game from scratch, which was quite hard to begin with, but eventually we came up some really cool ideas. One of those ideas was a rough version of Protectors of Dunmirk a strategic class-based dungeon crawler for four players. Our goal was to create an entertaining card game that immerses the players into the fantasy world. We had noticed that a lot of card and board games out there are mostly competitive, so our group decided to go with a different approach, we created a cooperative card game. The goal of the game was that you, the player, as a hero with your party needed to defend the village of Dunmirk against the evil forces of Uth’ Lukar. To defend Dunmirk you need protect the villagers that are being attacked by waves of monsters by cooperating with your team and kill the enemies to advance to the next wave. Strategic thinking will not always save you, there are situations where chance decides if you get the cards you need at that moment to survive. One draw from your class deck can make or break your game.

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Our playtest at the Dutch Game Garden in Utrecht

We used www.makeplayingcards.com and a few images from google to design our cards, this is why can’t show you images of the card itself.

Project group;

Amedeo Marini:

Alex Martynenko:

Denitza Stoyanova:

Daan Veninga:

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