Tuesday, October 18, 2011

Others Tutorials

I decided to try out Garrett's tutorial on painting planets, since I know that this would be important to me in the \ next upcoming weeks. The tutorial was overall good and simple. Although I did get confused a little on editing the brush. Mines was not coming out like the guys tutorial. But I found a way to change to brushes I already had into what I want.

Here are my results:

Sunday, October 16, 2011

Photoshop Tutorial

Here is a tutorial that I have taken. The tutorial will so you how to take photographs and turn them into old journal style of drawing.

Here is the link to the tutorial and here is my attempt.
http://forcg.com/tutorials/drawing/how-to-create-an-old-drawings-imitation/

Friday, October 7, 2011

Oh No Zombies to The Plague


                                                Oh No Zombies to The Plague

The original theme and set up my game Oh No Zombies was set up around Zombies. The game used realistic facts about zombies and combined them with the key element survival to make up the remainder key mechanics of Oh No Zombies.

-The Humans
-The Zombies
-The Weapons
-The Batteries
-The Dice
-The Faith Cards

Oh No Zombies is a very, very, balanced out game, too balanced maybe. There are plenty of chances to survive a zombie attack. That is in SOME games, just race against other players to the batteries and back home seem to be all that really matters and the zombies do not seem to play a intimidating enough role that zombies are meant to do.
With those thoughts and mechanics in mind I then started to play around and see what I could do when I take out and add certain factors of key mechanics.

The Batteries: The batteries are located on the in the four corners of the board. There is a max of four players. Because of this players just automatically go off to their own corner and the sense of urgency on whether or not you obtain the batteries is gone. Because of this, I decide to take out two of the goal points, but keep the original amount of players to see what would happen.

Reaction: I was only able to play one round of mod, but when I put this mod in affect I automatic I automatically saw a change in the way people played. They would split up into groups of two. You would think that they would work together as a team up in reality it was the complete opposite. It was like being in a three-legged race with someone and yet you are trying to kill him or her at the same time.  Although they did not focus on the other players on the opposite side of the board as much, the sense of urgency was turned up a notch. And people where fighting each other from the very beginning.  



The Bubonic Plague

I have decided to revolve the mechanics of my game on the theme of a plague outbreak, to give it a sense of realism and grounded reality that Oh No Zombies has (even though zombies aren’t real). From that I decided to go further into depth of the theme of my outbreak and base it off the Black Death, also known as the Bubonic Plague. Rising to its peek in 1358 to 1350, it wiped out two-thirds of Europe’s population.

Oh No Zombies to The Plague Mechanics
·      Humans -> Humans
·      Zombies-> Rats, Angels of Death
·      The Weapons-> Weapons and Medicine  
·      The Batteries-> The Cure
·      The Dice-> Dice
·      The Faith Cards-> Faith Cards


Mechanic Suggestions

-Start the game inside a safe house but has rats outside with Rats
             -Gives a sense of urgency right away

Rats
·      Rats carry the disease
·      The opponent players move the rats
·      If two rats meet then they mate and produce more Rats
            -This makes the opponent players think about how to precede setting up rats. If they are too many rats then you can set yourself you for disaster in the near future.
·      Attacking a Rat
            Role a Dice
            -1-4 = you are bitten
            -5-8 = you knock the it out
            -9-12 = you kill it

            Playing the Cards of Faith
            -You are bitten -> Degree of bite are marked by the number Plague mask (That doctors wear)
            -You knock it out
            -You kill it

      Humans
·      Will win the game if they can get to the cure and make it back.
-They need to get the cure back to their sick families.
-The player starts out healthy.
·      Dying from the plague
-Should there be a time limit?
-Should the number of Plague bites have a max?
·      Coming in contact with a another player
-Choose to fight for their processions?
-But lose something in the process
            -Duel with cards?
            -Duel with dice?
            -Trade or Fight?
·      Event of Death
-Becoming a Grim Reaper? No that would make the character OP (Over Power)
-Becoming a Angel of Death (Henchmen for the Grim Reaper)
            -Hunt down the others?

Angels of Death
·      In the event that your human character dies. You will get a chance to redeem your self. You would become a Death Angel and hunt down the other characters to join you in death.
·      You can win if you turn the last human into a angel.
·      Angels coming in contact with a humans
-Playing the cards of faith
-Rolling dice (Human players role only)
     -1-4 = Human players die and become Angels themselves
                 -5-8 = Human avoid it
                 -9-12 = Human kill the Angel (The power of Christ is on your side)

Items/Safe Spots
·      Health Stations
-Will be set up around the board
-Players must set out for a number of rounds in order to heal themselves
·      Weapons
-Will be set up around the board
-Instead of having one usage of life, weapons will have a number of lives.
-Players may only carry one weapon at a time.
-Players may not exchange one weapon for another once used.
·      Holy Water
-Will be set up around the board?
-May have to buy it
-Maybe only used once.
-Only to be used only on Death Angels
·      The Cure
-Only two cures located in the game.
-Players may only return to base once the have the cure.
-The cure can be stolen?
-
The Dice
·      The White Dice
-Used to control the player
·      The Brown Dice
-Used to control the rats.
·      The Three Colored Dice
-Used to detriment the color of rat to control.
-Rolled with the Brown Dice.
·      The Black Dice
-Used to control The Grim Reaper.­­

Sunday, September 11, 2011

Oh No Zombies!

This is a deconstruction of the board game Oh No Zombies!


Goal of the Game
You are surrounded by zombies with 2-3 other survivors (players), It's every man for themselves. There are two goals in this game. As a human your goal is to retrieve batteries from only one of the four shacks in the game and make it back to the center of the board game without being beaten by a zombie to win the game. As a zombie your goal is to kill off the humans. The zombie who kills the last human wins.

Core Mechanic
The core mechanic of the game is the action to move on boxed spaces due to the results of a number rolled by a six-sided dice. 

Space of the Game
There are 98 movable spaces in the game. Arranged in a circle like pattern. The game is played on a 17x22 inch board.



Objects, Attributes, and States
There are 6 neutral zombies, 4 zombies that are counter parts to the 4 human, pieces if or when turned. There are 2 sets of dice. One set is just a white dice for the players to control their human or zombie self. 
The other set is made up of two dice. A black dice that players roll to control the green neutral zombies, and a dice that has three different shades of green to determined what kind a neutral zombie appoint players can control. Objects also contain weapons that are spread equally through out the game. Weapons consist of: a touch, a creaked bat, a shovel, and a shot gun. 
There is also a deck of cards the that will determined your fate if you happen to come across a zombie without a weapon. Once or if you defeat a zombie the weapon card will allow move a certain amount of spaces in order to gain some distance between you and the zombie.
The game can have two kinds of states spaces that are occupied and unoccupied. The occupied states can be filled with three kinds of pieces: Humans, Humans-turned Zombies, and Neutral Zombies.

Actions
The main action of this game is to move forward towards attaining the batteries and avoiding other zombies. Use weapons to aid you while you make your away back to home. 

Rules
Players role dice to determined movement for themselves and the zombies. The players who's turn it is roles the white dice for his/ hers movement, and the person to there right roles the black dice for the zombies movement. Players can only get weapons if they land exactly on them. The can use the weapon once only on a zombie and put it back on the board. If a zombie blocking your path and you roll a number that is higher then spaces in which the zombie is in then you can't move pass a zombie you must fight it. You can move back and fort but you can't move back to home until you have the batteries. 

Skill Players Learn
Players will develop strategies to maneuver around zombies and other opponents in the game.Players that take the extra time to avoid the neutral Zombies and obtain the batteries are most likely to win the game. Smart players will not just think of zombies as enemies but as allies as well. Players could use these zombies to an advantage. Payers can set up traps and inclosing the other players into spaces that prevent them form obtaining their goal. Most of the time players would spend off into separate corners of the board instead of sticking close to someone and following them. If you do find yourself following another player and being turned into a zombie you could the greater advantage into turning the player closest to you into a zombie.