Unit 2 Group number 9
Distract the Monster!
Game summary
-Our game is set in a college campus
where unsuspecting students come under attack by a monster. While a group of
students bravely approach and get as close as they can get, they watch their
colleagues run off in all directions, screaming for their lives.
-They happen to have a speaker on them
and realize that pop music has an effect on the monster, so they turn it up and
see the monster going from attack mode to happy and mellow, giggling to himself
and dancing.
-The game is player versus monster,
you and your partner represent the college students, take a chance on a random
genre, see how it affects the outcome, who will survive in the end?
Target audience
-Distract the
Monster! is a survival game for young adults to adults in the college
age range who happen to have an interest in the element of surprise.
-This game is a blend of the luck of
the draw and strategy. The player interaction pattern in our game is multiple
individual players versus game. Our game consists of playing as a team versus
the monster.
Problems Encountered
-As we continued to modify our game in
hindsight, we could not see that the game was still too easy. Distract the
Monster! did not give the players enough control to survive against the
monster.
-Adding more coins to the game for
when randomly selecting blindly from a bag made it possible to have more of an
opportunity to attack the monster but it still did not do enough damage for a
fair fight.
-Luck was still more on the side of
the monster, winning was still hard to achieve. Our feedback was to add in a
strategy in which we finally did. The lack of strategy in the game made the
game hard to control.
-More specifically the action portion
of when and how strong the attack was in an area we needed to improve. When it
came to trying to attack the monster.
-We also decreased one of the coin
attacks (quarter) from monster to college students by changing it to -5 instead
of 10 but that was still not enough.
-Another problem we encountered was
that the players did not think it was necessary for them to each have a scoreboard when the game is played as a team and the lives are shared.
Solutions
-As a solution we fused the scoreboard and scene together, so it made
more sense to have a scoreboard by each player since each player needed to pick
a different location on campus while keeping a score of who would survive. We
also clarified the size of the scene/scoreboard, so when printing they had the
correct size (7x7).
-Our solution was to add in item cards
with the use of the traditional deck of cards that were used in the beginning
of class to play Solitaire.
-The cards proved useful for our
incorporation of item cards to make our game complete and with more control for
our players in order to strategize and have a fair chance of surviving and
killing the monster.
-The item cards are as follows and
once choosing when to be used are meant to be tossed out: Healing (hearts
suit) =10 college students healed, Protection (any card in diamond suit) =5
college students protected, Distraction (any card in spades suit) =helps
temporarily distract the monster from attacking anyone, and attack (any card in
clubs' suit).
Changes in future
development process
-Making a game I believe the players
would like instead of making a game I would like. I believe this is where I
went wrong. I don’t particularly favor difficult games; I prefer playing easy
games.
-The game me and my partner made was made
more about the games I liked rather than what was appealing and favored by my
classmates.
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