Archive for March, 2009

Help children create their own board games

Friday, March 27th, 2009

Calling all scrapbookers and rubber stampers! Pull out your stash and sit down with your child for a fun afternoon of creating board games! I have shared an old favorite with you to start with.

TIC-TAC-TOE

SUPPLIES: Alphabet Stamp Set (X and the O)

White Card Stock

5-3/4″ x 4-3/8″ Envelope

Color #1 Card Stock

Color #2 Card Stock

Color #1 Ink

Color #2 Ink

1-3/8″ Circle or Square Punch

1-1/4″ Circle or Square Punch

9×9 Piece of Chipboard or Heavy Card-stock

4 9″ x 1/2″ Strips of colored card-stock

Adhesive

Crystal Effects

DIRECTIONS: Punch 18 White smaller circles or squares

Stamp 9 smaller circles or squares with “X” in Color #1

Stamp 9 smaller circles or squares with “O” in Color #2

Punch 9 Larger circles or squares Color #1

Punch 9 Larger circles or squares Color #2

Using adhesive attach the smaller circles or squares to larger ones

Cover these with Crystal Effects set aside to dry

Adhere the 4 9″x1/2″ strips to create a tic-tac-toe grid on 9×9 chipboard

Attach envelope to the back of the of the chipboard to hold pieces

FUN OPTIONS: Have your child attach patterned paper or stamp a design on the tic-tac-toe board and envelope. You can also laminate the board for it to last longer!

OTHER THINGS TO CREATE WITH YOUR CHILD USING YOUR SUPPLIES:

- Flash Cards

- Old Maid Card Game

- Go Fish Card Game

- Rainbow of Color Board Game (punch different colored card-stock assemble on a 12×12 board, create game pieces and cards for moving around the board. Have your child stamp the board with different colors of the rainbow)

- Magnets

Let your child come up with a game idea! They are so clever and think out of the box! Who knows, it might be like the Ladybug Game (designed by a child) and become a favorite of many!

Game Design And Innovation

Tuesday, March 24th, 2009

If you want to get into the field of game design, you will need to have more than just an idea. Ideas are not worth anything by themselves. The reason for this is because it is very easy to come up with game ideas, practically anyone can think of game ideas- they are a dime a dozen these days. It all comes down to implementing your idea well. You will need to have a design document ready for your game, you cannot just jump right in and work on your game. Planning is a must in the world of game design, if you fail to plan, you are most certainly planning to fail.

What to do when the initial design isn’t fun?

First, start off with some initial planning about your game. Determine the roles characters play, the game mechanics and rules, and what the overall objective of the game would be. Try to make your game different from games that already exist; avoid direct clones. It is okay to design a game inspired by an existing game, but try to add your own twist to it.

A problem may arise however: What if, after you’ve actually implemented what you have planned, the game is not as fun as you thought it would be? Sure, it sounds fun on paper, but it can end up completely different than what you expected.

A good solution to this problem is to hire some testers that will play your game and give you opinions of it. You may have gone through several gameplay revamps of your games, and you should test them after each iteration to see if players are actually thinking it is fun. Thus, the final game may end up quite different than planned.

Is your game innovative enough?

Do you think that is it absolutely required to be innovative? Innovation is a bit overrated; the overall fun of the game is more important than innovation is. Even if you have a list of zany or weird ideas that you want to implement, they may not turn out to be that fun in the end most of the time.

After all, gamers are continuing to buy the titles with huge roman numerals after them, and you seldom hear complaints that “this game isn’t innovative enough”. Although one should avoid direct clones of other games, there maybe is such a thing as trying too hard to be innovative and not worrying about the fun factor.

Video game reviews: Advent Rising (Xbox)

Sunday, March 8th, 2009

The Space Between

Advent Rising for the Xbox is an excellent example of how a fantastic concept can utterly fail. The story was co-authored by Orson Scott Card, one of the more respected names in science fiction today. The basic story of the game was interesting and compelling, though fitting it into a video game may have dumbed it down a bit. The graphics, while not groundbreaking, were good, with a handful of interesting aliens, their spacecraft, weapons and architecture. Additionally, the player does learn some fascinating abilities in the course of the game. Despite these good points, the game was a barely-playable abomination.

There were some minor problems in level design; occasionally players wander around uncertain what to do next, a difficulty exacerbated by event triggers that occasionally did not occur. Similarly, sometimes the audio cues were not appropriate to what was occurring in the gameduring one vehicle stage, for example, the navigator instructs the driver to, for example, turn right, though following the directions will lead the driver off a cliff and to reloading the game. Another common issue was the mind-numbing number of opponents. Though the character is able to defeat them, the sheer numbers became tedious rather than interesting, exciting or in any way meaningful.

The single most frustrating aspect of the game was the user interface, most dramatically evidenced in the combat targeting system. The game boasts that the targeting system is revolutionary, and it may beno successful game used that system prior to this fiasco. The greatest hope is that no one else in the history of game design attempts to re-create said system. It was as if the designers were uncertain if they wanted to make an action game, an over-the shoulder shooter or a platform game and attempted to make all three within the same product. Indeed, this indecision could easily cause character death as the player attempts to navigate across a narrow path and suddenly focuses on either an opponent or even a piece of debris and begins to move in the direction of the targeted object and off of the precipice making “death by camera angle” a very real threat.

The story was interesting enough, however, to entice a player to struggle against the poor game play for a while. However, the sorry game play does ultimately overcome the allure of the story.

Advent Rising was, according to the pre-release press and hype, to be the first of a trilogy of games. The poor critical and player reception, however, have made it very unlikely that the sequels will ever be made. Because of the utter failure of Advent Rising, however, this is not a regrettable outcomethe hope is that the whole story will be told at some point in another formatsuch as novels or comics.

Flash opens new windows and opportunities for game designers

Thursday, March 5th, 2009

Flash is an interactive platform that has a powerful design and animation tool along with a dynamic scripting engine, bitmap rendering, as well as advanced video and audio playback. There are three main aspects: the player, the file format, and the authoring tool/IDE. Flash games can be developed for websites, interactive TV, as well as handheld devices. There is no need to adopt multiple programming languages to build games.

It is the universal tool that permits the development of multimedia driven complex games. Games means fast, furious, efficient with rich graphics.

Flash enables developers to build the most popular games for online gamers. It just needs to support:

• Rich engaging graphics.
• Smooth download of files from the net.
• A playback device that can interpret downloads.

There are three main areas: design, development, and hosting.

The first step is creation of graphics. One must use Fireworks as well as Freehand for this aspect. The tools are compatible and fireworks allows the addition of Java script to images.

The game development will be done in Flash by importing graphics created in Freehand and Fireworks. The graphics are then placed in Director the parent tool of Flash.

The next part, hosting, uses a Web server. Dreamweaver MX is the tool that will create Web pages to host the game.

And, finally Action Script is used to provide enhanced functionality.

Advantages:

• Integrates almost all features needed for developing a game. It is a great interactive tool.
• Can be used anywhere does not need additional software or plug ins.
• It is Mac friendly.
• Permits conversion from a full game to web version and vice versa.
• Low cost and free to distribute. Licenses for decoders MP3 and Sorensen Spark are included.
• Artists that can use flash easily are in plenty.
• Flash delivers broadcast quality images over the Internet.
• Permits embedding of game in power point for use in presentations.
• Plenty of information as well as guidelines can be accessed as well as understood by all –tutorials, articles, as well as blogs.
• The size of the game file remains small as the vector graphics and sound files are compressed.
• Learning Flash language is easy.
• Permits copy-paste to test components

There are traps one must be wary of and a few cons. Know the system well to maximize its use. There are plenty of tutorials inline that can be used as guides. Flash interface is ideally suited to both designer as well as developer, you can have fun while creating the game.

Flash is simple to use and a game can be developed in a few hours in a packaged form that can run on a PC, Mac, or Linux. One can make use of a browser or run the game as a stand alone.