We have been testing our levels for the last few weeks and I must say I have understood (a little a least) what made Dungeons and Dragons an old classic. Being able to participate in most of them have taught me how this combination between math and chance is pretty interesting. I loved how the game give you absolute freedom to do whatever you want to (of course with the wildcard of the Dungeon Master, but it is still fun. Regarding to our test I played with different classes and gave a little feedback about them but most of the time I don't think it was useful to be honest. Still I always tried to be available, proactive and aware of what was happening with the team.
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Towards the end Leo told us that he open a folder in the our drive so the designer can write any story we think would match with the aesthetic of our heavenly world. In this way we can add more content to our final codex and give verisimilitude to our campaign. So I took a background I already had in mind for a character for another story and adapted it to here. It was basically the story of Lucifer but with a few changes in the form and in the character. I just replace the old names with our gods (like Elm), I tried to keep simple because I felt like I didn't fully understood every single detail behind our complex plot beyond the basis. I hope this actually fit along with the other stories...
Following the idea I applied with the weapons I tried to replicate it with the armor. I felt even more comfortable with Armors because they "don't have to" do an active effect like weapons for example. Armors in general can have a wide range of effects that could apply to the bearer or no. In this way, it was easier for me craft non explicit effects attached to the flavor texts, for more of them at least. Of course, I keep almost the other half of them with more traditional design: short description and explicit effect. To find those one I also did a little research through the vast dnd documentation looking for cool effects or other examples I could use on mines. Overall I think I did a fair job (nothing special) with those ones and several of them were actually use in our play test with funny results.
One of the main task I am actually interest in for the next sprint is weapon creation. Although I haven't played Souls saga as I would like to (mostly because It isn't that much appealing to me) I love how they storytelling use so tiny details within the game as weapons flavor text to actually tell major dramatic events. It isn't only about writing a huge paragraph per weapon but how they also twisted the way we understand something that simple: they are also flavor text that doesn't say anything "useful" to the player, is vague, ominous even mysterious. For me this is a huge step forward to understand the games more as artistic creations and less like "product" or "services". Not everhing the game put in front your eyes has to had some practical use to the player, that's too basic...
So I did a little research to learn how Dark Soul weaponry flavor text to integrate within the game as a whole and tried to do something similar. Several times at least, being dnd most weapons need specific effect, attack and range. But overall was fun and interesting the attempt. Today I wanted to write the flavor text for the weapons. It could sound like a meaningless detail, but I believe it actually was one of the (many) important elements which help to build the huge success of Dark Souls. Be able to tell through descriptions is one of the keys in any kind of narrative. Use even then smallest space to deliver the message was the main lesson Dark Souls taught us. So I started searching and looking specific examples regarding how to approach this new challenge. It wasn't long when I sadly realized that most of the weapon aren't done yet and (more important) Leo told me that I should be working on Bird Mama boss. That was pretty much what I did this class, apply the same technique: look for the official numbers from creatures of DnD and mix up with others to finally adding my own ideas. I hope they don't need too many corrections.
Scott told me that I could fill out 4 bosses design document for the final trail in the Great Court dungeon. It supposes to be 4 strong elementals who are fighting each other when the players arrive. Then the player will have to decide how to deal with the bosses. In order to do that I did a lot of research trying to understand the basis of the game. Basically, I look for elementals numbers and tried to matches up with the enemy I already had in mind. It was actually an easy process, just took me some time balancing everything while tried to keep it realistic but challenging. Either way, I know the team will cover my mistakes when they take a look. I also learned a lot about the game. Numbers, odd, chances, and dice that's pretty much all.
As we finally have the task assigned on Psyberfire I (again, finally) started looking at these. So Kenisha, Nikki and me suppose to be working on Inventor's class. I just beginning trying to fill out all the hole I see on the class template. It was unfortunate that Nikki was feeling bad today because she could help me out a lot with this. Kenisha, of course, was busy being the project owner and taking caring of every single detail. Anyways I wrote a short background of the class based on the original Leo idea. Tried as much as I could to follow the aesthetic of our Skysend but I will definitely need someone else (who actually know about the game) correcting all this. Same apply to primary ability, items, and weapons proficiency. After this, I repeated the same process to Alchemist because in regards Artificer I still don't see the whole picture...
Today we discuss the details regarding our 2 main dungeons. I couldn't say too much because I really don't know much about RPG whether western or eastern. To me looks like a pretty ordinary dungeon: defeat enemies and continue your way. The second ones seem more interesting with all this of choosing which boss you want to face.
I had an idea for a dungeon in which since the beginning you will be following for the final boss (pretty much like Resident Evil 3). So the entire level will be trying to avoid its attacks and running away from the last battle. Scott told me that as they already had a concrete idea they prefer to follow it. No problem to my but I really think I have to find a way to contribute more to the project in general... In the second class we just continue playing the same match we left in the first one. I did a little research trying to figure out the meaning of each number. Although I fond lot of information on internet and indeed was able to understand a few more rules. I also learn how each ability work. So I tried to design classes and races which play a little with the main rules of the game. For example a player who can manipulate dices results or summon another creatures. But in the end I felt nothing what I done was actually value for this game. Mainly because I don't really see the whole picture, the aesthetic of the game as a whole let's say. Even if I would done more research I don't think I was able to produce really useful ideas. The universe of Dungeons and Dragons is so huge that there is just not enough time to cover all the main points in a couple of weeks. Even worst If is your first time ever approaching RPG genre. So in the end I give up a little with this task in part because mi ignorance but it was also my fault for no asking more when I didn't understand the requirements pretty well.
I have been struggling with this class since the very beginning. After having a good time in Introduction to Game Design last semester. I have felt completely lost in this second part. Mainly because I don't know anything about Dungeons & Dragons. Of course, I have learned its basis: why there are 5 dices, the difference between classes/races, the gameplay, and dynamics in general. However, this sensation of puzzlement towards the game persist. We need to have ready a race, 3 classes and a scenario for the following class. So that was exactly what I tried to do. Be creative with the little I know about the game. The race "Mutant" for example should be a special race which its stats would be selected randomly every time somebody chooses it. Although Matt told me that was a good idea he also let me know that we don't have enough time to balance all these variables. In relation to the classes, I basically tried to play with the few rules I understood about the game. The gambler should have the power to change dice results while the explorer should play with space and movement. I don't really know if any of these ideas will actually work... Finally, for the scenario, I proposed the creation of a Dungeon inspired in the myth of Crete's Labyrinth, this maze will change its structure every time a player enter and even while they are inside. I feel this is my best contribution here.
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AuthorI want to study Video Games in a theoretical way. Archivos
May 2018
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