Wednesday, February 20, 2013

Further Progress Reached After First Prototype Playthrough

Today was a very constructive class for our group!

Upon trying to play the prototype of Mad Ninja, we realized that there were a lot of factors that needed tweaking:
  • Our cards were all different sizes.
  • The stats system that we had originally incorporated into the game was confusing once combined with the weapons stat system. 
  • Our art styles varied greatly from card to card. 
  • Our points system didn't really work at all. 
So, after putting our heads together, (and with a little helpful encouragement from Professor Parks,) we decided on a standard playing card size for our cards. We also developed a counter/scale system to keep track of a player's statistics in Strength, Agility and Stealth as they train their individual ninjas. This will make each player's play experience different and fun!

We're going to be working out a uniform art style when we meet this Friday. Things really seem to be falling into place! 

Monday, February 18, 2013

Getting Started!


Last week, we sat down as a group to think about the mechanics of our game and we realized how every single detail was important in creating a successful and entertaining game. We decided to add attributes such as stealth, strength, and agility on the ninja cards so the players will be able to "build" their own ninjas as the game progresses. These attributes will help determine which ninja will win the battle and ultimately move up in ranking, given that the player has already acquired the amount of victory points they need to raise their rank. Along with the addition of the attributes and victory points, we thought of ways to provide more choices for the players during the game: (1) players will have the option to trade in weapons for Ancient Power cards or Battle Scars (if they're unlucky). Ancient Power cards can help you win battles and move up in rank faster while Battle Scars may potentially hurt and weaken your ninja. The Ancient Power cards and Battle Scar cards will be kept together in one pile to make the game random and even a bit risky for the players depending upon which card they draw (2) the winner of each battle will have the choice to choose a weapon card at the end of the battle that may increase his/her Victory Points or a weapon that he/she thinks may be of good use to him/her. Each weapon card in the game can increase the point value of one or all of your attributes and contains victory points on the bottom which players need at least ten (amount may change) of in order to graduate to a higher rank. While we are still trying to test out the mechanics of our game and we hope that it will be a success, we are still looking for ways to make every player more involved and less bored. Our group met up on Thursday to work on the prototypes for the cards and so far they are looking pretty good and ninja-rrific!