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#11 | ||||||||
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Senior Member
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ugh...loaded question...
I personally like the pressure of one week to submit, and hate the waiting time in between. At least in the week off we will have the strongest responses to bicker over. I say one week hiatus, personally.
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Signatures=pretense. And I'm far too well read for that. :D |
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#12 | |||||||||
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Senior Member
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However, I think it would be interesting to see what people come up with given a longer amount of time. |
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#13 | ||||||||
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Junior Member
Location: Vancouver |
A larger two week challenge sounds like it would be interesting!
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#14 | |||||||||
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Junior Member
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First, it gives practice working within constraints, something you tend to do a lot as a designer (especially when working with someone else's IP). Second, rules summaries are important. Who do you think writes the design documents? The game manual? The in-game tutorial text? The ability to take a task and summarize it succinctly is incredibly important, if you want your team to be able to make your game or you want people to be able to figure out how to play it. Third, this is really a UI exercise. You're given a user interface and have to improve it. RISK is a pretty simple game, but at the same time, if you just sat down in front of a board and hadn't played in over ten years, would you be able to just start playing without consulting the rules at least a little? Well, if the game's interface is well designed, you should be able to do just that. Remember, the point here is to build the skills you'll need as a game designer. Some of those skills are incredibly fun to exercise. Others are not. Which are which, varies from designer to designer. Generally, the ones you find painful are also the most helpful to your career ![]() So quit complaining and start designing ![]() |
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#15 | ||||||||
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Administrator
Location: London, UK |
I think that if the next challenge is particulary "nurturing of your creativity" then it might be interesting to make it a super 2 week super challenge of superness!
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Michael 'Adrir' Scott :: Games, Virtual Worlds, Education Networking | Research | Teaching |
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#16 | |||||||||
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Administrator
Location: New York |
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-jillduffy |
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#17 | |||||||||
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Moderator
Location: Netherlands |
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![]() Regarding the challenge, I have a nice idea about using sample subgames, but that darn diddly size restriction...
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I'm a web developer by profession, but a game developer by heart. Uh oh! The princess is in another signature! |
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#18 | |||||||||
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Member
Location: Turin, Italy |
Quote:
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#19 | ||||||||
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Super Moderator
Location: New York |
This challenge reminds me of some courses I had in University where students were alowed to bring to the final exam one A4 paper, with as much text as they can fit into it with their own hand writing. I think some students acheived a Guiness record of how small they can make their hand writing and of using any available space on the paper...
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#20 | ||||||||
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Super Moderator
Location: New York |
OK, so here's what I came up with, I'm no graphical designer so it's a bit crude.
The idea started with the thought that the player can rotate the quick reference card, and it might help him/her focus on the current stage they are in, and also I think it helps use the space on the card better. I took the game peices picture from the Hasbro manual (just a mention in case of copy rights and stuff). let me know what you think ![]() ![]() BTW - in my submission, do I need to explain why I decided on a particular design or just submit the design itself? |
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However, I think it would be interesting to see what people come up with given a longer amount of time.











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