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Workshop 7: 5-Room Dungeons revised

Background Description The small, desolate village clings to silence as dusk settles. Fear has taken root in every home, its tendrils winding tightly around the hearts of the villagers. Children have vanished without a trace, leaving behind only empty beds and broken families. Desperation brought the villagers to you, offering what little they could for your help. Following restless nights of investigation, you’ve uncovered a sinister clue—a seemingly innocuous well at the village center. Beneath its crumbling stones lies a passage to an ancient, forgotten dungeon where the answers—and horrors—await.   Room 1: Entrance And Guardian Key words: sneak, tough battle(optional) Monsters(optional): A huge viper in the river Snake (huge viper): HD 6d8+6 (33 hp), AC 15, Bite +6 (1d6+4 plus poison)   Successfully repel when hp < 20   Description: Shortly after entering the dungeon, you feel a whiff from the darkness that a creature of great size is movi...

Workshop 6: Challenge - Play and Understand RPG Games

  Workshop 6: Challenge - Play and Understand RPG Games In this week's practical lesson, we played 'The Bandit Chief' quest. At first, our teacher acted as GM to guide us in the study of Microlite20 PE Rulebook, and in the subsequent creation of personas, the basic information and attribute points of different classes were guided. Then at the birth point, we can choose a variety of different equipment and items in different stores to buy, to enhance their combat capabilities, in case the needs of the subsequent adventure missions can be met. After all the equipment and items are ready, our stat points have been determined, and some abilities have been increased. So, we began to push the mission: starting from the village, and then encountered a series of monsters, under the guidance of the GM, we chose different ways to get to the new location. After a round of play, the teacher transferred the GM identity to a classmate, and then I joined the task with my new identity, a...

Workshop 5: Strategy/Territorial Acquisition game

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Workshop5: Strategy/Territorial Acquisition game In this workshop session, using experience from playing Battle of Moscow from the previous workshop, we were assigned to design a strategy or wargame with elements of territorial acquisition as the core mechanic.  We were provided with a blank hexagonal map to design on. We then created a rough design and the game rules. Game Map: Blue tiles: blue team Red tiles: red team Green tiles: unit spawner White tiles: occupiable space Game Rules: A match consists of 2 players (blue and red team) A match lasts for 20 turns, where a turn ends when both players have already made their moves. Using a 1D6 to play the game We decide which player starts first by rolling the 1D6; whoever rolls the highest will begin the game. During a player ’ s turn, they can move their units to advance, leave some units to occupy space, or attack the other player if t...

Game review for Half-Life

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  Fig 1. AGE analysis for Half-Life ACTIONS AND GAMEPLAY: Interacting with the Environment : Players interact with various objects in the environment, solve puzzles, and engage with NPCs. Problem-Solving : In addition to combat, players face environmental puzzles that must be solved to progress. Combat and Defense : Players engage in combat against a mix of alien and human enemies using a variety of weapons, while also defending themselves against coordinated attacks. Story-Driven Exploration : Half-Life integrates storytelling seamlessly into its gameplay, allowing players to discover the narrative through environmental cues and scripted events. Strategic Combat : Combat encounters require thoughtful use of weapons, tactics, and cover. Enemy AI is more advanced, with foes coordinating attacks and using the environment to their advantage. Physics-Based Puzzles : The game includes physics puzzles, making players think critically about how to interact with their environment to solve ...

Game review for Overwatch(2016)

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Fig 1. Overwatch poster Fig 2. AGE analysis for Overwatch ACTIONS AND GAMEPLAY: Hero Abilities : Each hero has a unique set of abilities, from shooting to healing to shielding, which are integral to their roles in the team. Team Coordination : Players work in teams, with each team member’s actions complementing the others. Coordinating attacks, defending objectives, and using hero abilities are crucial to success. Objective-Based Actions : Players aim to capture points or escort payloads, meaning their actions revolve around achieving team goals rather than just defeating enemies. Hero Roles and Synergy : Heroes are divided into roles like tanks, supports, and damage dealers, creating a highly strategic gameplay environment where team composition is key. Objective-Based Matches : The game’s core modes are focused on objectives rather than kills, pushing players to work together to capture points or escort payloads across maps. Dynamic Tactical Adjustments : Players need to adjust their...

Game review for DOOM 1993

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Fig 1. AGE analysis for DOOM 1993   Fig 2. DOOM 1993 Gameplay ACTIONS AND GAMEPLAY: Movement : Players move rapidly through maze-like levels, also to avoid bullets from enemies and traps. Shooting : The primary action involves fast-paced, relentless shooting of various monsters using a diverse set of weapons. Item Collection : Players collect health packs, ammo, and power-ups to survive and continue fighting. Fast-Paced Combat : DOOM set a benchmark for high-speed combat, where constant movement to avoid bullets and shooting enemies are key to survival. Maze-Like Level Design : Levels are designed like mazes, requiring players to explore, find keys, and unlock doors while battling waves of enemies. Resource Management : With limited health and ammo, players must manage resources carefully to progress through the game’s levels. EXPERIENCE: Adrenaline and Tension : The fast pace of the game, combined with the high frequency of enemies, creates a constant sense of urgency and tension....

Week 4 Workshop: the Battle for Moscow

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Fig. 1 Map of BOM 1. W eather impact rules In winter, the movement of both the German and Soviet armies is reduced by 1, but the German combat capacity is reduced by an additional 1. Soviet troops no longer receive bonuses, but they are exempt from the extra combat power penalty. Balance effects: Attacker  (German): Winter slows down the advance speed and combat effectiveness of the German army, but does not completely disable the attacker   capability of the German army. This adjustment allowed the Germans to continue their attacker   during the winter, but it was difficult to achieve a quick victory. The Germans needed to choose their time and location more carefully to avoid getting bogged down during the winter. Defense (Soviet): Although the Soviet Army received no bonus, its relative stability during the winter allowed it to hold off the Germans during the winter. This made the winter a defensive window for the Soviets, helping them to regain the solidity of their d...