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Game Mechanics Assignment 3 1

THE MECHANICS OF ROSE AND CAMELLIA By Team Hufflepuff 1 Richard Smyers David Vieux Matt Selesky Darryl Short Aaron Smith Ted Taylor

Full Sail University May 2012


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ABSTRACT For the first portion of our project we re-evaluated our prior list of mechanics and descriptions from week one. By having to go back after gaining a deeper understanding of the mechanics, the listing and describing of them became a second nature. For the second half of the assignment, we created an analog version of the game to show the change and similarities of mechanics as they vary between platforms. This includes a game description, materials list, simple rules to get players started immediately, a playtest example and mechanics list. Having these skills in the industry are vital for any designer as they pertain to the hidden strings that drive the player experiences. Each of the mechanics below include the mechanic name we chose for them, a form-function label, a description of how the mechanic works, as well as a flowchart and storyboard for visual depictions.


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ROSE AND CAMELLIA: VIDEO GAME MECHANICS Attack Skill-Progression Players click on the “attack” button in order to perform an attack. Once clicked the player must make the appropriate swipe across the opponent's face to carry out the attack before the timer runs out. This mechanic determines if the attack has been initiated when the player presses the action button, if the player input is in the correct area for a strike, and if it is quick enough to hit the opponent before they dodge using the Target Area mechanic. It requires a bit of skill to time the attacks and get ready for another one.

Evade Skill-Progression Players click on the “evasion” button to evade an incoming attack and swipe the appropriate location to perform the evasion before the opponents attack hits. Similar to the Attack mechanic, this mechanic takes into account when the computer is setting up an attack, giving the player the option to evade, and then determines if the player input is quick enough and accurate enough for a successful evasion using the Target Area mechanic. If evasion is successful, then the end result


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of this mechanic is to trigger the Counter mechanic.

Counter Skill-Progression Players click on the “counter” button to engage in a counter attack after a successful evasion. The player must perform the counter attack before the timer runs out. The Counter mechanic is nearly a mirror image of the Attack mechanic, except that when activated it tracks the player speed more precisely and does not allow for an evasion. Basically, it gives the player a free shot to hit the opponent as long as they make a successful hit in time. This mechanic keeps track of that time as well as if the player’s attack succeeds by confirming that the player input is in the appropriate area using the Target Area mechanic.


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Target Area Spatial - Cyclic Once a player activates an attack, evade, or counter (by clicking the button) they must swipe across a path in a designated area in order to attack, counter or evade. The Target Area mechanic is similar to a public water fountain, where it gets used more than any other mechanic. For Attack, Evade, and Counter mechanics this one allows for input to be received from the player’s actions and confirms if the input is in the appropriate area on the screen. At the beginning of the game, the first few rounds show a line of action to give players a visual representation of where the valid input area is. After that though, it remains hidden by the eye and active only after an action button is pressed.


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Critical Target Area Spatial - Morph The area of the enemy that grants a critical hit when struck, this area changes location with each opponent and the players attack swipe must pass through this location in order to make a critical strike. The Critical Area mechanic works alongside the Target Area mechanic, and waits until an attack crosses into the relatively smaller input area. When this occurs, damage is increased and the visuals add a bonus animation that can be hilarious to signify that the player has successfully completed a critical hit. For the player, this is meant to add the “glass jaw� concept to the attacks where certain characters are weaker in certain areas. It also adds spice to the constant grind of attack and evade, attack and evade, leaving the game a little more interesting and skill-based.


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Turn Time Rule-Cyclic In order to give turns to each of the players and allow for an Attack/Evade/Counter combat setup, the Turn Timer mechanic uses a set amount of time to give players the opportunity for attacks, defends and counters. Essentially, the Turn Timer works against the attacker counting down from the moment their turn starts. A visual representation is placed on the screen to allow players to know when their turn is up or about to start. This mechanic keeps track of the attackers remaining time and halts combat to switch to the next attackers turn.


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Difficulty Rule-Morph The Difficulty mechanic takes into account the difficulty setting that the player chooses at the beginning of the game and adjusts the amount of damage the NPCs inflict, the frequency of their attacks per turn, the accuracy of their attacks/evades/counter attacks and the probability of critical strikes. The lower the setting, the lower the Difficulty mechanic makes all of the above setting and vice versa for the higher the setting. For players who enjoyed the game, giving them the option to increase the difficulty allows them to test their skills and potentially evolve as players.


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Health Rule-Progression The Health mechanic is visualized by rose blossoms at the bottom of the screen, but keeps track of the player and NPC health. If the player’s health reaches zero or falls into the negatives, then this mechanic would register that the game is over and the player has lost. If the NPC health reaches zero or falls into the negatives, then the Health mechanic registers this as a win for the player and allows them to continue with the story. On top of this, it maintains a constant update for how much health the players have remaining after a given attack or counter attack. This mechanics gives the experience of trials to players and allows them to assess their progression during battles as well as their lack of skill against certain opponents.


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ROSE BEADS: ANALOG GAME Description: Rose Beads is a game of skill for 2 players. Both players must launch colored beads at a target in an attempt to score hits and reduce their opponent’s health down to zero. Players take turns attacking and defending, but both players have an active role in the game at all times. While one player is attacking, the other is evading and countering their opponent’s attacks. Materials: • Glass Tokens (Red, Blue, White)

Game Mat *picture*

Dice x2 (d10) *picture*

1-Minute Sand Timer *picture*


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Rules: The players start off by setting the game mat between them. • Both players then choose a difficulty setting. This determines each player’s starting health and the number of tokens players will have access to. The players may also choose their own individual settings for a more personal challenge. • Easy = 10 Health/5 Tokens. Medium = 5 Health/4 Tokens. Hard = 3 Health/3 Tokens. • The players then decide who will Attack first by rolling their respective 10-sided die. The highest roller is considered the first attacker. • The attacking player uses the red tokens, the defending player uses the blue tokens, and the white tokens are for counter attacks. • The attacking player begins by starting the 1-minute timer. • The attacking player then begins launching their red tokens towards the defending player’s score zone. • The defending player must defend their score zone by launching their blue tokens to deflect the attacker’s red tokens. • If the defending player successfully deflects an attack token with one of their blue tokens, the defending player may then launch a counterattack. • The defending player counters by launching one of the white tokens. Counter attack tokens are the only tokens that can deal damage to an attacking player. Blue tokens that land in an Attacking player’s score zone do not deal damage. • During play, any token bumped into the defending players score zone or critical zone is counted as a hit at the end of the turn as if it had landed there. • The turn ends when the timer reaches zero (the sand in the timer runs out). At the end of the turn, players count up the number of red tokens in the defending player’s score zone, and the number of white tokens (counter attacks) in the attacking player’s score zone. • Each token in the score zone is worth one point. Tokens inside the critical zone are worth two points. • Points are totaled and converted into damage, which is counted down on each player’s health die. • After damage is calculated, players switch attacking and defending roles and play continues until one player’s health die reaches zero and loses the game. ROSE BEADS: PLAYTEST •


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ROSE BEADS: MECHANICS LIST Attack Skill-Progression The act of attacking the opponent in order to deal damage. The attacking player launches their token towards the opponent’s scoring zone in an attempt to have it stop within that zone. The Attack mechanic governs that damage is dealt if the attacking token lands within the scoring zone, or critical zone, of the opposing player. It also confirms with the data store about how much damage is dealt depending on which zone the token lands in.


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Defend Skill-Progression When the defending players are able to successfully deflect the attacker’s token with their own, it is considered a Defend. The Defend mechanic recognizes that if a Defender token collides with an Attacker token and disrupts the shot to a point where no damage is taken, then the attack has been successfully defended and the Defender can attempt a counter attack. Counter attack shots cannot be defended. Collisions with counter attack shots are disregarded and the counter attacker attempts the shot again.


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Counter Skill-Progression A quick, free attack after the defending player successfully deflects their opponent’s attack. The


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defending player launches a white token at their opponent’s scoring zone as if they were the attacking player. The Counter mechanic ignores any defensive tokens that are launched into play by the original attacker. If a collision occurs to a moving object, the counter attacker can either attempt a retry or choose to subtract one from the attacker’s health. If the collision occurs to a token that is already in play then it is considered a failed attempt, regardless of token control.


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Health Rule-Sink A 10-sided, countdown die will display the health of each player. For every successful hit or critical hit, the defender takes damage and that damage is displayed by counting down on the die. This mechanic correlates the information for when a player takes damage and transfers it to that’s player’s health. Once their health reaches zero, this mechanic ends the game following the guidelines that Health = 0 means a player has been defeated. If only one player is undefeated, then they are considered the winner.


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Scoring Zone Spatial-Cyclic The primary goal of the game is to launch token into your opponent's Scoring Zone to deal damage to their health die. When an attack token or counter token lands in a scoring zone it does not deal its damage. The token is still in play as it might be knocked out of the scoring zone or into another zone while the attackers turn continues. At the end of the active players turn, all of the tokens within the scoring zone are counted and then deal their damage to the defending player.


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Critical Zone Spatial-Cyclic The area of the mats that are marked as Critical Zones are governed by this mechanic. Essentially, if an attack or counterattack token lands within this zone, it counts as a double-


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damage hit to the player being struck. One of the more prominent features in the video game was the ability to score a critical hit on your opponent if you had the skill to land a shot in the perfect place. Thusly, we mimic this tactic by placing our Critical Zone inside of the Scoring Zone but making it considerably smaller and harder to strike. Both players will have designated Critical Zones to defend.

Attack Time Rule-Cyclic The Attack Time mechanic, which can also be viewed as the action timer, uses a 1-minute sand timer to visually depict the amount of time the attacker has to attack while the defender attempts to defend. Behind the scenes, the mechanic makes certain that damage can only be dealt when it is actively counting down. This way, cheaters can’t get a few free shots in when the other player isn’t ready.


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Difficulty Rule-Morph The amount of tokens given to players per turn are dependent on this mechanic. The higher the difficulty, the fewer tokens players will receive and limits the amount of health players start with. This mechanic is similar to the difficulty setting in the game where it makes the experience considerably more stressful but increasingly competitive. We wanted to make sure to include this event so that players playing the analog version could get the same rush of a final showdown. With these ideals in mind, the increasing in difficulty rating with lower both players health and the amount of tokens they can use each turn.


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Collision Skill-Progression During play tokens will collide with each other on the game mat, both intentionally and unintentionally. Inactive tokens on the game mat may be knocked into or out of Score or Critical zones. This mechanic keeps track of tokens that are moved in this way are accounted for in the spot they exist at the end of the turn, not where they existed originally. This is meant to add an extra bit of skill and balance for new and advanced players.


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REFERENCES: Nigoro (Designer). (2007). Rose and camellia. [Web Graphic]. Retrieved from http://nigoro.jp/game/rosecamellia/rosecamellia.php


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