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	<title>Andrew's Blog</title>
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	<description>Game Designer Class UCCS</description>
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		<title>Andrew's Blog</title>
		<link>http://dbark.wordpress.com</link>
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		<title>Challenge 10: Socially Conscious Game</title>
		<link>http://dbark.wordpress.com/2009/05/13/challenge-10-socially-conscious-game/</link>
		<comments>http://dbark.wordpress.com/2009/05/13/challenge-10-socially-conscious-game/#comments</comments>
		<pubDate>Wed, 13 May 2009 07:48:31 +0000</pubDate>
		<dc:creator>dbark</dc:creator>
				<category><![CDATA[1]]></category>

		<guid isPermaLink="false">http://dbark.wordpress.com/?p=75</guid>
		<description><![CDATA[For this challenge I decided to make a game around recycling and how important it is to the environment Game Rules Players roll D6 di to decide who goes first, highest number to lowest decides the order of players turns.  First player rolls D6 di to decide how many trash bags to place in grid in [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dbark.wordpress.com&amp;blog=6272971&amp;post=75&amp;subd=dbark&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>For this challenge I decided to make a game around recycling and how important it is to the environment<span id="more-75"></span> <strong>Game Rules</strong></p>
<p>Players roll D6 di to decide who goes first, highest number to lowest decides the order of players turns.  First player rolls D6 di to decide how many trash bags to place in grid in front of house.  Each house has 12 spaces that can be filled with trash bags (tokens).  Number on di indicates how many trash bags need to go in to grid (curb).  Once all of the players have taken one turn/one roll of di, one week is complete.  For added entertainment players can keep track of number of weeks gone through to create a common goal that can be achieve or a record that can be broken in other times playing game.  After each week is completed the garbage truck makes one rotation around the block and picks up 2 trash bags from each house/players grid.  The game ends when all players have all 12 spaces in grid filled with trash bags.  Players that get eliminated first wait until other players finish playing before starting a new game.<!--more--></p>
<p><strong>Description of Ideas</strong></p>
<p>My idea is very simple.  It is about how if people of the Earth do not recycle then we will polute the Earth with our own garbage.  If we take that garbage and recyle it then there will no problems with polution.  The game gives players an aspect that eventually they will have too much garbage and can not get rid of it fast enough.<!--more--><strong>Player Feedback/Responses</strong></p>
<p><strong></strong></p>
<p>Players that played my game found it to be very easy and simple in design and gameplay.  Overall the message of the need to recycle didn&#8217;t sink in at first, but eventually they caught on that waste management is important.  One player made a reference to the tv show &#8220;Futurama&#8221;, in which the main character gets transported in to the future and finds out that Earth is completely covered with garbage and people from Earth just moved on to other space systems and planets to live.</p>
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		<title>Challenge 8: Theme and Message</title>
		<link>http://dbark.wordpress.com/2009/05/13/challenge-8-theme-and-message/</link>
		<comments>http://dbark.wordpress.com/2009/05/13/challenge-8-theme-and-message/#comments</comments>
		<pubDate>Wed, 13 May 2009 07:33:39 +0000</pubDate>
		<dc:creator>dbark</dc:creator>
				<category><![CDATA[1]]></category>

		<guid isPermaLink="false">http://dbark.wordpress.com/?p=72</guid>
		<description><![CDATA[My game based on a theme and message revolves around the tragic event of Hurricane Katrina.  I took the fact that most of the survivors of this horrible disaster decided to raid the retail stores around the area and take products that they did not need in order to survive.  For example, some folks went in to Walmarts [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dbark.wordpress.com&amp;blog=6272971&amp;post=72&amp;subd=dbark&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>My game based on a theme and message revolves around the tragic event of Hurricane Katrina.  I took the fact that most of the survivors of this horrible disaster decided to raid the retail stores around the area and take products that they did not need in order to survive.  For example, some folks went in to Walmarts and took flat screen TVs and toys for their kids.<span id="more-72"></span></p>
<p> <strong>Game Rules</strong></p>
<p>Each player is given an automatic 100 food points to start off.  Then players roll a D6 dice to decide who will roll first, highest number wins and second highest goes second, etc&#8230;  The player who was decided to go first then flips a coin to decide how many spaces to move (Heads=3 spaces, Tails=2 spaces).  Players progressivly move through the board until landing on or passing by a colored space.  From there the player draws a game card and keeps it til the end of the game.  As players move through the game they must take away 1 food point for every space.  For example, a player flips coin and gets heads.  This means that they move 3 spaces on board and deducts 3 food points away from their original 100 food points leaving them with 97 food points left.  The game ends when one player loses all of their food points.<!--more--></p>
<p><strong>Description of Ideas</strong></p>
<p>My game is very simple to play with a common theme of that nobody will get food points ever within the game, they only lose them.  This goes by the concept of the game which is that during Hurricane Katrina, some people decided that valuables or items that they wanted were more important than items that are needed for survival like food and water.<!--more--><strong>Player Feedback/Responses</strong></p>
<p>The fact that people during Hurricane Katrina looted retail stores was a very interesting idea to them and they picked up on the message of the game very quickly.  Some of the players believed that the media misrepresented the fact and therefore had a biased opinion on the game.  </p>
<p><strong></strong></p>
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		<title>Digital Game</title>
		<link>http://dbark.wordpress.com/2009/05/04/digital-game/</link>
		<comments>http://dbark.wordpress.com/2009/05/04/digital-game/#comments</comments>
		<pubDate>Mon, 04 May 2009 20:31:53 +0000</pubDate>
		<dc:creator>dbark</dc:creator>
				<category><![CDATA[1]]></category>

		<guid isPermaLink="false">http://dbark.wordpress.com/?p=58</guid>
		<description><![CDATA[My digital game is very simple to play with a simple idea that created the basis for making the game.Game Rules Plain and simple rules.  1 player tries to eliminate the other player.  Player 1 shoots at the helicopter in hopes to destroy it.  Player 2 shoots at the man on the ground in hopes [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dbark.wordpress.com&amp;blog=6272971&amp;post=58&amp;subd=dbark&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>My digital game is very simple to play with a simple idea that created the basis for making the game.<span id="more-58"></span><strong>Game Rules</strong></p>
<p><strong></strong></p>
<p>Plain and simple rules.  1 player tries to eliminate the other player.  Player 1 shoots at the helicopter in hopes to destroy it.  Player 2 shoots at the man on the ground in hopes to destroy him.  Player 2 has a slight advantage over player 1 in that, player 2 can shoot at the helicopter from anywhere on the screen.  To balance this out he is slower than the helicopter.  The helicopter is faster but has to be over the solider in order to drop a bomb on him.<!--more--><strong>Controls</strong></p>
<p><strong>Player 1</strong></p>
<p><strong></strong>a= move to the left</p>
<p>d= move to the right</p>
<p>space bar= drop bomb/ fire</p>
<p><strong>Player 2</strong></p>
<p><strong></strong></p>
<p>left arrow= move left</p>
<p>right arrow= move right</p>
<p>mouse= aiming</p>
<p>left mouse= fire bullet <br />
<!--more--><strong>Description of Ideas</strong></p>
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<p>The main idea behind this game is that war never ends.  The most important factor behind this game is that neither player wins or loses because neither player can kill the other.  The health of both players does decrease when that player gets hurt by the other player, but never dies.  This presents the idea that war will go on forever.<!--more--><strong>Observations of Playtesting</strong></p>
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<p>Players felt that the gameplay was very choppy in that Scratch does not allow multiple actions to be performed.  It was very hard for them to attack each other and the players felt that it would have been more successful as a time based battle game rather then a action shooter.  They really didn&#8217;t see the need for the players to have health if the main idea behind the game was that war never ends.  I found it really hard to portray this without make the game boring when players played the first five minutes.  In other words I didn&#8217;t want players to get the idea behind the game right away and get bored playing it.  I wanted them to ask why the players healths&#8217; never ends.</p>
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		<title>Advance Prototyping Comments</title>
		<link>http://dbark.wordpress.com/2009/04/01/advance-prototyping-comments/</link>
		<comments>http://dbark.wordpress.com/2009/04/01/advance-prototyping-comments/#comments</comments>
		<pubDate>Wed, 01 Apr 2009 21:13:19 +0000</pubDate>
		<dc:creator>dbark</dc:creator>
		
		<guid isPermaLink="false">http://dbark.wordpress.com/?p=53</guid>
		<description><![CDATA[I read the article on advanced prototyping and came to find that it was very interesting in content.  I have not played the game Spore yet but I have seen many still shots and gameplay video to get the idea of the mechanics.  The advanced prototyping article helped me understand how they created the game [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dbark.wordpress.com&amp;blog=6272971&amp;post=53&amp;subd=dbark&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I read the article on advanced prototyping and came to find that it was very interesting in content.  I have not played the game Spore yet but I have seen many still shots and gameplay video to get the idea of the mechanics.  The advanced prototyping article helped me understand how they created the game and the mechanics behind the creation of the creatures and how they were able to do that.  Spore is a very successful game that uses the user&#8217;s creativity more than any game yet.  From the article I got that the game took a lot of time to make with the use of advanced prototyping.  I think that without the use of advanced prototyping than the video games that we play now would not exist.</p>
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		<title>Paper Prototyping Comments</title>
		<link>http://dbark.wordpress.com/2009/04/01/paper-prototyping-comments/</link>
		<comments>http://dbark.wordpress.com/2009/04/01/paper-prototyping-comments/#comments</comments>
		<pubDate>Wed, 01 Apr 2009 20:49:05 +0000</pubDate>
		<dc:creator>dbark</dc:creator>
				<category><![CDATA[Game Designs]]></category>

		<guid isPermaLink="false">http://dbark.wordpress.com/?p=49</guid>
		<description><![CDATA[I read the article on the website about paper prototyping.  I came to find it very interesting but also very simple.  The concept of using prototyped paper games first to eventually be put on to the iphone was kind of basic.  I thought that game designers always created paper prototypes of the games that they [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dbark.wordpress.com&amp;blog=6272971&amp;post=49&amp;subd=dbark&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>I read the article on the website about paper prototyping.  I came to find it very interesting but also very simple.  The concept of using prototyped paper games first to eventually be put on to the iphone was kind of basic.  I thought that game designers always created paper prototypes of the games that they would eventually put on video game devices.  I thought that the smiley face puzzle prototype that they created, was very easy to solve and can&#8217;t believe that the testers had a hard time figuring it out.  It was a good article but I feel like I already know all about the concept.</p>
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		<title>7th Challenge:  Modifiable Play Field</title>
		<link>http://dbark.wordpress.com/2009/03/16/7th-challenge-modifiable-play-field/</link>
		<comments>http://dbark.wordpress.com/2009/03/16/7th-challenge-modifiable-play-field/#comments</comments>
		<pubDate>Mon, 16 Mar 2009 21:19:09 +0000</pubDate>
		<dc:creator>dbark</dc:creator>
				<category><![CDATA[1]]></category>

		<guid isPermaLink="false">http://dbark.wordpress.com/?p=34</guid>
		<description><![CDATA[For this challenge I created a game that has a game board that shifts its game play by the chance of a dice.  The game board is circular and has layers that move with every turn.  Each layer has a path with a limit of four places to move.  White spaces can be moved on [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dbark.wordpress.com&amp;blog=6272971&amp;post=34&amp;subd=dbark&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>For this challenge I created a game that has a game board that shifts its game play by the chance of a dice.  The game board is circular and has layers that move with every turn.  Each layer has a path with a limit of four places to move.  White spaces can be moved on to and black spaces are areas that can not be moved onto.  Rings can only be moved in the direction marked in black areas.  Players can move rings where ever they want to achieve an advantage or to cause other players to be at a disadvantage.</p>
<p><strong>Game Play</strong></p>
<p>Players roll dye to see who goes first.  Player rolls once to decide what ring to rotate.  Example, if a player rolls a four they rotate the fourth ring of the circle.  Rings are assumed to be mark biggest ring is one, through to the smallest ring which is six.  Once the player moves and is stationary the player flips a coin to move their game piece.  Player can move only within the ring that they are on either left or right or both unless they have aligned the next ring to move on to.  Heads=1 space moves and Tails=2 space moves.  </p>
<p><strong>How to Win</strong></p>
<p><strong></strong>The player that reaches the center of the rings or the space that is marked in the center of the circle first. </p>
<p> </p>

<a href='http://dbark.wordpress.com/2009/03/16/7th-challenge-modifiable-play-field/img_0214/' title='Game Board'><img data-attachment-id='35' data-orig-size='4416,3312' data-liked='0'width="150" height="112" src="http://dbark.files.wordpress.com/2009/03/img_0214.jpg?w=150&#038;h=112" class="attachment-thumbnail" alt="Game Board" title="Game Board" /></a>
<a href='http://dbark.wordpress.com/2009/03/16/7th-challenge-modifiable-play-field/img_0215/' title='Game Board Detail'><img data-attachment-id='36' data-orig-size='4416,3312' data-liked='0'width="150" height="112" src="http://dbark.files.wordpress.com/2009/03/img_0215.jpg?w=150&#038;h=112" class="attachment-thumbnail" alt="Game Board Detail" title="Game Board Detail" /></a>

<p><span id="more-34"></span><strong>Responses</strong></p>
<p>I played my game with my family over the weekend.  Their responses were that the game play was very easy and entertaining.  Their only problem with the game was that it takes a long time to play because you have to go through a lot of turns to get the desired ring that they wanted to move in their favor.</p>
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			<media:title type="html">Game Board</media:title>
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			<media:title type="html">Game Board Detail</media:title>
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		<title>6th Challenge: Narrative Game</title>
		<link>http://dbark.wordpress.com/2009/03/16/6th-challenge-narrative-game/</link>
		<comments>http://dbark.wordpress.com/2009/03/16/6th-challenge-narrative-game/#comments</comments>
		<pubDate>Mon, 16 Mar 2009 20:33:49 +0000</pubDate>
		<dc:creator>dbark</dc:creator>
				<category><![CDATA[Game Designs]]></category>

		<guid isPermaLink="false">http://dbark.wordpress.com/?p=25</guid>
		<description><![CDATA[For this challenge I decided to make a game that is mostly based on the classic board game of Clue.  Instead of proving who committed the murder and with what, my game has you prove your innocence with the evidence that you find around the crime scene.  The theme is that a murder has been [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dbark.wordpress.com&amp;blog=6272971&amp;post=25&amp;subd=dbark&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>For this challenge I decided to make a game that is mostly based on the classic board game of Clue.  Instead of proving who committed the murder and with what, my game has you prove your innocence with the evidence that you find around the crime scene.  The theme is that a murder has been committed in a house and their are 4 suspects.  You have to become your own personal detective to prove that you did not commit the crime and prove which suspect did it.  It is very important that players keeps track of their evidence (written down or the evidence cards) and never show the other players what they have collected throughout the game.  The majority of the evidence cards will have players filling in what they want to happen and fill in the blank story lines.  Players roll dice to see who goes first.  Dice roll determines how many spaces they move.  <span id="more-25"></span><strong>Types of Evidence</strong></p>
<p>Evidence is the key to proving your innocence within the game.  There is a wide range of real-life evidence that can be collected.  The evidence that can be collected is:  1) Photos of a player (Players choice of who) at the house around the time of the murder.  2)  Audio recording of a player (Players choice of who) mentioning to another person something negative about the person being murdered.  Gives other players a motive and not you if you find this evidence.  3)  Find an object with players finger prints on them that could possibly be the murder weapon (Based on objects collected player makes assumption of what objects are important in proving innocence.  For example, an object found in a place that is out of the ordinary is better than an object found in its place).  These cards will have the name of the object and where it was found.  4) Find the murder weapon before the police do.  <!--more--><strong>Witness Cards</strong></p>
<p>Contained one the board players can find Witness Cards that will give them a significant advantage over the other players.  Witness Cards will describe what they saw happening to the victim.<!--more--> <strong>Cards Point Values</strong></p>
<p>All the cards within the game have a point system to them.    1)  Audio recording evidence cards have a +1 point value.  2)Photo evidence cards have a +2 point value.  3)  Finger-Print evidence cards have a +3 point value.  4)  Murder weapon evidence has a +10 point value.  Finally, the Witness Cards have a +50 point value.<!--more--><strong>How to Win</strong></p>
<p>In order to win the game players must obtain 200+ points of evidence collected and have a written statement proving their evidence.  For example, &#8220;I am innocent because I have photos of a player around the crime scene on the night in question.  I have an audio recording of a conversation concerning the victim in a negative way.  I have collect evidence of items found on the scene of the crime that can be used as weapons with others fingerprints on them.  Finally, I have a witness to testify against the crimes.&#8221;  The player with the most evidence and points proves their innocence and are not guilty.  On the other hand the player with the least amount of evidence collected and who has either not reached 200 points or has the least amount when the first player does have 200+points loses.  Basically, it is a process of elimination and the player with the least amount of evidence and points are considered guilty.<!--more--><strong>Responses</strong></p>
<p>I played this game with a three of my friends over the weekend.  They found the game to be very much like Clue and the game play to be a little complex.  They didn&#8217;t really like having to make up an explanation at the end of the game.  It also took a fair amount of time to play to through until one person got 200 pts to win.</p>
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		<title>5th Challenge:Business Card Game/Game Revision</title>
		<link>http://dbark.wordpress.com/2009/03/02/5th-challenge/</link>
		<comments>http://dbark.wordpress.com/2009/03/02/5th-challenge/#comments</comments>
		<pubDate>Mon, 02 Mar 2009 21:45:09 +0000</pubDate>
		<dc:creator>dbark</dc:creator>
				<category><![CDATA[Game Designs]]></category>

		<guid isPermaLink="false">http://dbark.wordpress.com/?p=21</guid>
		<description><![CDATA[My fifth challenge was to modify an existing game of mine.  I chose to modify my &#8220;Rock the World&#8221; game.  Game Rules Looking at my first blog you will see how it was originally set up. Description of Ideas/ Modifications  I have made quite a few changes that I think betters game play.  Within the [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dbark.wordpress.com&amp;blog=6272971&amp;post=21&amp;subd=dbark&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>My fifth challenge was to modify an existing game of mine.  I chose to modify my &#8220;Rock the World&#8221; game.  <span id="more-21"></span><strong>Game Rules</strong></p>
<p>Looking at my first blog you will see how it was originally set up. <!--more--><strong>Description of Ideas/ Modifications</strong> </p>
<p>I have made quite a few changes that I think betters game play.  Within the game the most obvious change that needed to be made was to have more spaces.  After adding more spaces I realized that I needed to make more song CD&#8217;s.  So the biggest change that was made was more spaces on a bigger board (same design) and more songs.  When players played my prototype of &#8220;Rock the World&#8221;, I realized that players could easily recognize the songs, so I decided to have more not so recognizable songs on the CD&#8217;s so that the game took some musical intelligence to play.  By adding more unrecognizable songs it also adds a learning and an explorative element to players.  For example, if a player does not know the song but likes it they will get the answer and perhaps pursue more songs by that artist.  Besides adding more songs, I decided to separate the song CD&#8217;s by genre of music.  This way players can choose to play one type of music at a time even if they do not know much about the genre.  A very simple change that I felt needed to be made is the addition of a timer.  By adding this element it gives the players more of a chance to succeed or fail in obtaining spaces on the board.  Coinciding with the timer additive I have included a buzzer for each player.  The buzzer gives a more competitive element to game play.</p>
<p><strong>Player Feedback</strong></p>
<p><strong></strong></p>
<p>Players that played my modified version of &#8220;Rock the World&#8221; had a much better experience.  The addition of the buzzer was a must in their eyes because it allowed them to be more competitive in gameplay in achieving their goal.  The game board design was very good in the beginning but players felt that that game board was too small and had not enough spaces on it.  So, the bigger board with addition spaces made the game to the players longer and more competitive.  With more spaces there had to be more songs to fill them so the addition of the more harder songs was a great idea in the players feedback.</p>
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		<title>4th Challenge: I Have a Dream. &#8220;Awesome Train Crisis&#8221;</title>
		<link>http://dbark.wordpress.com/2009/03/02/4th-challenge/</link>
		<comments>http://dbark.wordpress.com/2009/03/02/4th-challenge/#comments</comments>
		<pubDate>Mon, 02 Mar 2009 21:14:04 +0000</pubDate>
		<dc:creator>dbark</dc:creator>
				<category><![CDATA[Game Designs]]></category>

		<guid isPermaLink="false">http://dbark.wordpress.com/?p=19</guid>
		<description><![CDATA[My fourth game was to create a game by just using the title of a game.  I used the game name generator and my title that I chose was called, &#8220;Awesome Train Crisis.&#8221;  With this name in mind I decided to make a game about trains that would have a tragic result in order to [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dbark.wordpress.com&amp;blog=6272971&amp;post=19&amp;subd=dbark&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>My fourth game was to create a game by just using the title of a game.  I used the game name generator and my title that I chose was called, &#8220;Awesome Train Crisis.&#8221;  With this name in mind I decided to make a game about trains that would have a tragic result in order to win.  What&#8217;s worse than a train crash?  <span id="more-19"></span><strong>Game Rules</strong></p>
<p>The goal of my game is to have one player hit the other players in order to win. I created a prototype game board that I drew a track on or a serious of paths that lead all the way around the board.  In order to play the game, players would roll a dice to see who goes first.  After that they would roll to see how many places they get to move.  The players have a set path that they follow.  On the paths there are spaces that are different than the others.  These spaces mean that players have to draw a card from a deck of predetermined cards whenever they pass over or land on them.  These cards either have on them lose certain #&#8217;s of cars or add certain #&#8217;s of cars and Railroad Crossing Cards.  If a player needs to add a certain # of cars they add &#8220;car pieces&#8221; to their train engine piece and vice versa for the lose # of car pieces.  The Railroad Crossing Cards are used for players to move in different direction or change their set path when this card is drawn.  Players hold on to this card until they get hit by the other players.  When a player gets hit, if they have cars behind their engine, they take off one car.  This is a key event in the game because the player that got hit must escape the other players attack or hope to get a Railroad Crossing Card and turn their train around to attack back.  The original attacking train can continue to attack the other train that turned around only if it has more cars than the other train.  A simple way to put it is that cars=health in a sense so the more cars you obtain the stronger you are for attacking or the more damage you can get.  The game is over when all other player&#8217;s trains are destroyed.<!--more--><strong>Description of Ideas</strong></p>
<p>The main idea behind this game is that I wanted to try and create a game that was just based on an insane title.  Basing my game on the title, I thought about what could happen to a train that would be tragic.  I came to realize that a train crash is the most tragic thing that can happen to a train.   </p>
<p><strong>Player Feedback</strong></p>
<p>The players that played my game were not very impressed with it for the most part.  A lot of the modifications from my prototype were made from their feedback.  The biggest comment with the gameplay was the fact that you never get a lot of train cars added to your engine.  This is because my prototype included only 5 of the lose/add a car cards and 2 Railroad Crossing cards.  So to resolve this, I added more cards and cards that have to add more cars (Ex: Add 4 cars).  Another big problem was the game board.  The way the board was set up was very random and the arrows that had a set path were confusing and would lead to intersections in which players could change direction very easily.  The game board was not very well thought out, I just drew lines on paper that would give players chances to attack and escape from other directions.   </p>
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		<title>3rd Challenge: Cardboard Box Game</title>
		<link>http://dbark.wordpress.com/2009/02/16/3rd-challenge/</link>
		<comments>http://dbark.wordpress.com/2009/02/16/3rd-challenge/#comments</comments>
		<pubDate>Mon, 16 Feb 2009 22:57:56 +0000</pubDate>
		<dc:creator>dbark</dc:creator>
				<category><![CDATA[Game Designs]]></category>

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		<description><![CDATA[My third game that I created had to be based all around a cardboard box.  I decided to create a game based on drawing.  Game Rules The game is very simple, you draw a card from a pile of various abstract shapes and designs on them.  Then each player puts their hands in a cardboard [...]<img alt="" border="0" src="http://stats.wordpress.com/b.gif?host=dbark.wordpress.com&amp;blog=6272971&amp;post=15&amp;subd=dbark&amp;ref=&amp;feed=1" width="1" height="1" />]]></description>
			<content:encoded><![CDATA[<p>My third game that I created had to be based all around a cardboard box.  I decided to create a game based on drawing.  <span id="more-15"></span><strong>Game Rules</strong></p>
<p>The game is very simple, you draw a card from a pile of various abstract shapes and designs on them.  Then each player puts their hands in a cardboard box that has slits big enough for your hands to fit in the box.  Inside you have a pencil and a paper pad.  The way it is played is each player has to draw the design on the card without looking at the paper and the one that closely realates their drawing with the design on the card wins a point and the first to twenty wins.  So, the main purpose of the box is to shield your eyes from your paper so it makes it difficult to draw the design.<!--more--><strong>Description of Ideas</strong></p>
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<p>I have taken many drawing classes in my time and I found an exercise that the class did and I thought that it would be fun to create a game based on it.    <!--more--><strong>Player Feedback</strong></p>
<p>Darko and Mike tested the game out and found it to be somewhat simple and somewhat hard to play, which is what I wanted.  Both of them were able to draw a somewhat similar image of the contested image.  I think that the images that I pre-created on the draw cards were a little bit simple to achieve.  They were just abstract designs, I think that if I had made more complex images, like animals or continents, to draw players would spend a lot of time trying to draw them and it would make the game a lot harder.  One complaint was the fact that the box was not tall enough to move your hands around in.  I agree with this comment, but in my defense I did not have a box at my house that would make this easier so I did the best that I could for the first design.</p>
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