Devlog (September 21,23)
Honestly, creating a new sport using two existing sports was very fun. What I found difficult was turning it into the paper model. Obviously with a paper prototype, the rules are going to have to be well-thought out. I think our rules were very dependent on the fact that the assignment had to be a paper prototype. Our game was named Prism ball and it is a mix between basketball and korf ball. A rule we had was that if a player and their defender interact, then they have to roll a dice to see who gets a higher number. If a defender rolls the higher number then they block the other person's shot or they steal it. That's a rule in our game, but in real life it would probably be different. In real life, what happens would not depend on chance. Also, our game is turn-based. If we play in person, the game would not be turned-based.
I feel like paper prototyping helped us a lot in how we wanted our particular sport to look. But at the same time it felt like we were making a board game, more than a sport. After the first play-test, we figured out which rules we needed to remove and which to modify. I believe during the play-test phase, I got the sense that people were not liking how complicated our game was. That feedback really helped with the evaluate phase. Which basically just means the phase, where one looks at the play-test feedback and studies that. Then you fix the parts of the game, that made the game bad (Macklin and Sharp, ch.5). For us, we basically had to re-word our instructions and rules because they were very hard to understand. We also had to remove a couple of rules as well because they made the game too slow. Our game didn't change much from that, but it did make it play much smoother.
As far as the team work and collaboration experience goes, it was good. The group I was working with was very creative and had good ideas. From day one, we sort of assigned ourselves with roles. I think the fact that we each had a role, it made the design process easier. When creating a game, you have to give each person a role. There are many different tasks that have to be met, in order to create a game (Macklin and Sharp, ch.8). As a group, we also decided that we should have a meeting outside of class. Our group met on zoom one night and then another night, we had a meeting in person. The reason our meetings were productive is because we set goals and each brought action items. I think we reached our goal in every meeting. We followed the agenda that we planned (Macklin and Sharp, ch.8).
Design Studio
Status | Prototype |
Category | Other |
Author | sergio_ttu |
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