Tuesday, March 5, 2013

In our last class, we brought to class our prototypes of our card game to class, in which various groups of other classmates were able to test play our game.  This was a very effective way to edit and eventually hopefully perfect our final product.  There were some suggestions/changes we decided to make as a result of some problems that players in the class faced while playing our game, and as well as  from free suggestion from the players.

We decided that it was a good idea to create more cards that incorporated teamwork, cards that had the players have the opportunity to interact with one another- for example: negatively impact another player.
The point values of some dishes were also altered in order to fit the appropriate time-frame for the game.  The general action of the players were able to perform at each turn were also altered, and at that more set-in-stone as well. We added two more options: At each turn, a player may have the option to draw a card, and as well as discard for a return of two cards in return.
The way the needed ingredients were listed on the cards were not easy to read, and a player suggested that they be listed vertically for efficient playing.

A reference card was also needed because it was difficult for the players to recall what they were able to do.  Having a reference card would allow all players to have an equal chance to completely utilize their choice of actions and play to their best ability.  That is why each player will be given their own pamphlet with the rules and guidelines of the game.  That way, there is less confusion and every player as a fair chance to create their own strategy.

It was rather easy this time around to find a time where the most of us were able to meet during the week to play the game all together and make our final changes and decisions.  The major issue we had in finishing this game had to do with the presentation aspect.  We were initially under the impression that one of the printing centers on campus provided laminating services, and we soon found out this was not true.  When we decided to buy "card stock" to print on, we were also quick to realize that the computer labs did not allow changing of paper in their printers.  We did not have too many days to stall or figure out what to do via trial and error.  We ended up making the size of the cards smaller in order to fit more on one sheet to lower the price it cost to print them at Staples.  We were able to print them on time, for only the total cost of 20 dollars.

There were many bumps in the process of finishing our game.  I think our whole group can agree that we really underestimated the thought and work that went into creating a successful card game.  It is definitely a process that does not seem as complicated and technical as it truly is.  There was a great amount of trial and error, and challenges in terms of communication.  There are also a great deal of components that are required to be a part of a game in order for it to be considered to be published and playable.  It was difficult to communicate due to the fact that we all lived very scattered in terms of location across campus, and that we all had conflicting schedules.  However, through the use of social media and just technology in general, we were able to get most of our communication done and ultimately complete the creation of our game to the way we planned to.