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Results!

 

yay-finally

Uni is over! I am very happy to announce that I received a 2:1 in Design for Industry! The past few years have all been worth it and now it’s time to go into the real world! This week I am in London at New Designers showcasing my final major project Persona. If you would like to come see it I have a discount code for 2 tickets for £16 – NDEXHIB241 just go to http://www.newdesigners.com and book for Part 2 Thursday – Saturday.

To read all about my final major project just follow the link to my portfolio post here >> https://tonipillingproductdesign.blog/portfolio/persona/

I have also printed off my portfolio to showcase with some of my projects in and made some business cards 😀

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Working out Probability of Risk/Gain on Game Board

As my game has 2 sections where you can take 2 different paths by choice I have been working out what the probability of gaining tokens is on each route. I need to make it so the each route has around the same amount of probability of gaining the same amount of tokens to make it fair.

To work this out I have had to do –

Sum of (total number of ways to land on square x before moving onto the route*amount of tokens you gain on square x) / total number of squares on route

For each route I have tried to get the amount of tokens you are likely to gain to be within 0.5 of 3.

I have shown below how this has been worked out with images.

ROUTE 1A+B

route 1 initial

route 1 test 1

route 1 test 2

ROUTE 2 A+B

route 2 initial

route 2 test 1

route 2 test 2

route 2 test 3

route 2 test 4

Now with this worked out I can edit my board appropriately and get on with making it look good too with illustrations!

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Persona 6.6 Testing 1

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Today I created a prototype for my newest version of my game 6.6. The power cards have been changed from prior comments and I have printed everything out on card with proper tokens ready for testing tomorrow with children. To check that the mechanics definetely work I tested the gameplay today with my family.

4 of us played and the game lasted 50 minutes. Comments were made about it being fun to play and it didn’t feel like the game lasted that long as there was hope for some people to win early on. This kept changing throughout and brought excitement into the game as it kept going back and forth on who was ahead. I now think I have just about got the mechanics perfect and if all goes well tomorrow my next step is to get on with making everything.

This gameplay was recorded again and I have sped it up here –

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Trait Game Version 3.0 + 3.1

This game is my third iteration which I have created and then further developed into a working prototype.

Original creation –

it 1

TRAIT GAME 3.0 DEVELOPED RULES

These are the new rules I have set for this game –

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The third version just had the personality as the element that determines what happens to you in the game. This was done to see whether people prefered a simpler game. The mechanics of this game mean that you follow a route around the board over and over rather than following a linear path. It also has a new element of ‘luck’ zones where you could get good or bad luck dependent on the roll of the dice. The early concept personality trait characters I have designed in this game are represented by characters that would hopefully help children understand personality in a simpler way.

Then here you can see the final prototype of the game.

it 2

The final iteration is to follow…

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Board Game Analysis and Re-design – Cluedo

Continuation of board game analysis task…

Cluedo

Type of game: Strategy/Family Game

Age range: 8+

Number of players: 3-6

Aim of the game: “To solve the case and win the game, find out the three correct answers of the cards in the Murder envelope.”

How to play:

  • Place suspects on their coloured bases
  • Each player selects a suspect
  • Place each of the weapons in a different room as follows, the dagger in the ballroom, the lead piping in the conservatory, the revolver in the study, the rope in the lounge, the candlestick in the dining room, the spanner in the kitchen
  • Place the Murder Envelope in the centre of the board and sort the cards into their 3 groups, Suspects, Rooms and Weapons face down
  • Take the top card from each group and place them into the Murder Envelope so no-one can see them
  • Shuffle all the remaining cards together and deal these cards face down around the table
  • Secretly look at your own cards, because you have them in your hand, they can’t be in the Murder Envelope which means none of your own cards are involved in the crime
  • Each detective receives one sheet from the detective notebook
  • Fold the sheet in half and note down which suspects, rooms and weapons are in your hand so you can cross them off
  • Miss Scarlett is always the person to play first, if she isn’t playing, the person to her left plays first
  • On each turn you roll the die and try to get from room to room in the house to investigate
  • You can use secret passages in corner rooms to move around as well as the spaces on the board
  • When you enter a room you make a “suggestion,” to do this move a suspect and a weapon into that room you have just entered
  • Starting from the left the other detectives try and prove your suggestion as false, if the detective has one of your cards named, he or she must show it to you and no-one else, they can only select one to show you
  • You can then make a note of this in your detective notes
  • If you believe that your suggestion is true then you can make an accusation, you need to check in the murder envelope if you are correct, if you are you win the game, if you are not then you are out of the game, you can only try and prove false to other suggestions after losing

Contents:

  • 1 gameboard
  • 6 weapon tokens
  • 6 suspect tokens
  • 9 room cards
  • 6 weapon cards
  • 6 suspect cards
  • 1 murder envelope
  • 1 die
  • Detective notebook sheets

How could it be re-designed?

cluedo-redesign

For Cluedo the major elements are

  • Strategy of finding the murderer, logical

The minor elements are

  • Rooms
  • Weapons
  • Characters

Cluedo is a very specific game and so to re-design this one I didn’t actually change the main gameplay I just added a major element. As part of the game, the point is to get from room to room to make accusations. To add a bit more excitement and fun to the game I thought there could be challenges set to get through the door of a room, each room could have a different challenge to promote some skills and also learn a bit of general knowledge.

Study

To enter this room the player would have to pick up a card and solve a maths/science problem. This would help promote visuo-spatial abilities and logical thinking.

E.g There are 2 more pears than oranges, if there are 6 pears how many oranges are there?

Answer: 4

Dining room

To enter this room the player would have to answer some trivia about parties, dining, etiquette or manners. This isn’t directly connected to a skill but would be a fun bit of trivia and a good way to learn about manners in life.

E.g “Licking fingers was alright before the invention of knifes and forks”, true or false?

Answer: False

Kitchen

To enter this room the player would have to answer some trivia about cooking. This could be directed as a more stereotypical feminine skill and help teach children about food.

E.g What herb is this?

Aaron Tait Photography

A. Sage

B. Mint

C. Basil

Answer: Basil

Conservatory

To enter this room the player would have to answer some trivia about plants/flowers. Not really directed at a particular skill, just a fun bit of trivia.

E.g How many species of roses’ are there?

A. 15,000

B. 35,000

C. 50,000

Answer: 35,000

Billiard room

Similar to the challenge I showed in mentalogy, this could be a targeting accuracy challenge. There could be a board with enter and do not enter written on it, the “enter” being small and “do not enter” parts being larger. The player would have to aim at the board helping develop targeting accuracy which is seen as a stereotypical masculine trait.

Ballroom

To enter this room the player would be shown a card with a dance move on that they would have to perform. Dancing is usually seen as a feminine thing to do so this challenge could help boys get in touch with their feminine side.

Library

To enter this room the player would be asked a literature/spelling trivia question. This would help teach about the subject of literature and spelling which is a skill that is helpful throughout life.

E.g

Which word is spelled correctly?

A. Austrillia

B. Australia

C. Austalia

Answer: Australia

Hall

This room could have a spinner with it where the player had to spin to get set a random challenge from one of the other rooms. The reasoning behind this is because players may avoid certain rooms if they don’t want to take the challenge, with the randomness of the spinner they may have no choice but to do them challenges.

Analysing this game: Cluedo is so specific that it was a difficult one to re-design. By adding in the elements for entering the rooms this was the only way I could think to try and include ways of making the game more fun and help promote skills to make a child more androgynous. The ballroom in particular I think would help boys get in touch with their feminine side.