Tasty Cakes : Presentation 2
By Tasty Cakes:
……Albert…… Alis…… Aniela…… Ivan…… Joy…… Kwon…… Naomi……
Concept: To create a game for logo tv, a channel that targets a majority of gay audience. To make it appealing, fun, intuitive and easy to use.
Inspiration: Our group meeting helped us to identify types of games we enjoyed and those we found to be appealing for most age groups.We discussed what types of games and why.
Types of games:
+Trivias
+Puzzles
+Competitive games where you can mess around with the play of others.
+Mazes
+Memory games
Examples of games:
+switcharoo
+the beat matching game we played in class
+grow
+Sudoku
+IQ test related games
The game:
Introduction: We took the expression “coming out of the closet” and used it as the main theme and narrative of a matching game for a gay target audience. The more you match the more points you earn to dress your avatar up thus you gain recognition by other players.
1-) Game Mechanics:
For a given board or level, there will be a specific number of types to match. For example, in level one, there may be three types of items to match. As the levels increase in difficulty, there may be more types to match. At the start of a level, a random count is assigned to each type such that the total count is less than 36 (for 6 x 6 grid) with an even count for each type (pairs). Lower levels will start with a lower count total and harder levels will have a higher count total. The distribution of the count is to be randomized. The items will be divided into 6 groups (columns of grid). The count will increase the count by 6 every ten seconds (the interval may change later), where each group is incremented by one (add one to each column). In addition, the 6 new items must be distributed so that the count for each type continues to be an even number (always add in pairs). The game is over when one group exceeds an item count of 6 (column goes off the board). The player may decrease the count by matching pairs of types, which will increase his/her score. He/she may advance to the next level once a target score is reached. The target score may increase with higher levels. Wildcards may affect the system. One wildcard will pair with any other item, and then allow for additional matches (see Joy's description), which would result in bonus scoring. Another wildcard would remove all items of the same type, also resulting in bonus scoring.

2-) Game Dynamic:
The types are hidden from the player and laid out in a grid pattern. A player may reduce the count of a particular type by matching two items on the screen, and any items directly above the two matches items will descend onto the items beneath them. To attempt a match, the player must click on two items in the grid. When the timer increases the counts, a new row of items are added to the grid (i.e., one new item added to the top of each column). Wildcards will be hidden like the other items. If the items in a column exceed the height of the grid, the game is over.Behaviors that emerge from this dynamic are memory and quick motor skills. Strategy favors balancing the delay of time for bonus scoring against the items increasing and the risk of the game ending.

3-) Game Aesthetic:
The items to be matched are different people who want to "come out of the closet." A match allows them to do so. The visual treatments should vary and cross-sample the general population of the BGLTT demographic of Logo TV. Wildcards could be represented by a rainbow or the word "Pride." Scoring could be represented by money. Money could be used to shape, dress, and accessorize an avatar between levels. At the end of the game, the avatars could feed back into the community. This could be accomplished in a couple of ways. One way would be to list a board of highscores that also features the avatars with those high scores. Another way would be to use the user-created avatars in the game itself for future games. Perhaps players could also leave descriptions or tags with their game avatar. Perhaps the player could play again with the same avatar.
……Albert…… Alis…… Aniela…… Ivan…… Joy…… Kwon…… Naomi……
Concept: To create a game for logo tv, a channel that targets a majority of gay audience. To make it appealing, fun, intuitive and easy to use.
Inspiration: Our group meeting helped us to identify types of games we enjoyed and those we found to be appealing for most age groups.We discussed what types of games and why.
Types of games:
+Trivias
+Puzzles
+Competitive games where you can mess around with the play of others.
+Mazes
+Memory games
Examples of games:
+switcharoo
+the beat matching game we played in class
+grow
+Sudoku
+IQ test related games
The game:
Introduction: We took the expression “coming out of the closet” and used it as the main theme and narrative of a matching game for a gay target audience. The more you match the more points you earn to dress your avatar up thus you gain recognition by other players.
1-) Game Mechanics:
For a given board or level, there will be a specific number of types to match. For example, in level one, there may be three types of items to match. As the levels increase in difficulty, there may be more types to match. At the start of a level, a random count is assigned to each type such that the total count is less than 36 (for 6 x 6 grid) with an even count for each type (pairs). Lower levels will start with a lower count total and harder levels will have a higher count total. The distribution of the count is to be randomized. The items will be divided into 6 groups (columns of grid). The count will increase the count by 6 every ten seconds (the interval may change later), where each group is incremented by one (add one to each column). In addition, the 6 new items must be distributed so that the count for each type continues to be an even number (always add in pairs). The game is over when one group exceeds an item count of 6 (column goes off the board). The player may decrease the count by matching pairs of types, which will increase his/her score. He/she may advance to the next level once a target score is reached. The target score may increase with higher levels. Wildcards may affect the system. One wildcard will pair with any other item, and then allow for additional matches (see Joy's description), which would result in bonus scoring. Another wildcard would remove all items of the same type, also resulting in bonus scoring.

2-) Game Dynamic:
The types are hidden from the player and laid out in a grid pattern. A player may reduce the count of a particular type by matching two items on the screen, and any items directly above the two matches items will descend onto the items beneath them. To attempt a match, the player must click on two items in the grid. When the timer increases the counts, a new row of items are added to the grid (i.e., one new item added to the top of each column). Wildcards will be hidden like the other items. If the items in a column exceed the height of the grid, the game is over.Behaviors that emerge from this dynamic are memory and quick motor skills. Strategy favors balancing the delay of time for bonus scoring against the items increasing and the risk of the game ending.

3-) Game Aesthetic:
The items to be matched are different people who want to "come out of the closet." A match allows them to do so. The visual treatments should vary and cross-sample the general population of the BGLTT demographic of Logo TV. Wildcards could be represented by a rainbow or the word "Pride." Scoring could be represented by money. Money could be used to shape, dress, and accessorize an avatar between levels. At the end of the game, the avatars could feed back into the community. This could be accomplished in a couple of ways. One way would be to list a board of highscores that also features the avatars with those high scores. Another way would be to use the user-created avatars in the game itself for future games. Perhaps players could also leave descriptions or tags with their game avatar. Perhaps the player could play again with the same avatar.

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