Team Aquila:
This team’s game was a turn based, digital prototype. It mimicked their end game very well for they had all the main mechanics in there. Two users would battle head to head controlling a small army. The only problems were that the users had to guess how much health that they have had.
Aesthetics: Fantasy, Challenge, Submission, Fellowship
Mechanics: Click, move, kill.
Dynamics: Click with the mouse to move your armies into place and kill the opponent.
Legend of Chopstick Chung:
This team did a digital prototype but their game is hard to define because their game is a series of minigames. They had a few problems with the fly minigame because the chopstick box was hard to find and there was a lack of player connection to the game.
Aesthetics: Fantasy, Challenge, Submission
Mechanics: Different for each minigame (ex: kill flies, click with mouse)
Dynamics: Move the mouse and click on the flies to attack them with your chopsticks and build points.
Deep Field:
Prototype was done with people sitting in chairs coming towards the user who would hit their hands to deflect them. This did a good job of mimicking their end game but because there were people playing as the AI, it wasn’t real AI. This was designed to mimic a bear in the middle who must deflect enemies coming towards him while trying to open the gates.
Aesthetics: Submission, Challenge
Mechanics: Press up, down, left, right
Dynamics: Press the arrow keys to deflect the enemies coming from that direction. Deflect the enemies and then try to open the gate to win.
Synasty:
This project was a little unclear to me, but they did a paper prototype for their puzzle and it seemed to work well for them.
Aesthetics: Challenge, Submission
Mechanics: Unclear what the buttons will be or the actions that make up their mechanics
Dynamics: Solve the puzzle to win the game.
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