Final Farewell

I would like to take a moment to thank everyone for providing an amazing first year seminar experience. The games we created independently and as groups were outstanding, and the presentations this past week proved that we’ve spent a great deal of effort working toward our final project. I hope we all find time to see each other throughout the rest of our college careers, and that we might find a way to meet up again regularly!

Have a happy winter break!Snowflake

Diving Deeper: Refining The Topic

Lately, I’ve been thinking about ways to further refine my game’s main topic. I definitely want large scale bodies of water to act as a major part of the environment, and still have exploration be a major mechanic of the game. I’ve also decided to scrap the addition of “big boss battles” and instead focus on something entirely different, Loneliness. It sounds like a bit a jump to go from a focus of a game from being  “big boss battle” to loneliness, but I feel that it will allow me to take a more serious direction with my game. Allow me to explain.

In the past, there have been movies that deal with individuals becoming stranded on a deserted island, such as the Tom Hanks film, “Cast Away”. More recently, “The Martian”, explores an astronaut becoming stranded on Mars after an expedition. Both of these movies deal with individuals finding ways to both physically survive, as well as mentally and emotionally coping with being alone. In “Cast Away” Tom Hanks begins to talk to a volleyball that he names Wilson, and in “The Martian”  the astronaut creates video logs. Perhaps I could have the player character be a part of an expedition to the underwater ruins of an ancient civilization. Perhaps the city of Rapture from Bioshock could give some inspiration to the ruins.

P.S. : I’d like to wish a long over due thank you to Jordan and Scott for playtesting my path game, Buffer.

Balance is a state of being.

Trading Card ~ Zachary GoshornTrading Card ~ Water Waveling

This is my completely balanced trading card, and here’s how it works. When summoned, the rare “Zachary Goshorn” triggers a battlecry that summons four “Water Wavelings”. A battlecry is a card effect that causes something else to happen when played, in this case summoning four “Water Wavelings”. At first glance, the “Water Waveling” seems like a weak minion, but is actually quite powerful. Whenever any character is damaged by this minion, it is frozen, which prevents it from attacking for one turn.  In addition, whenever the “Water Waveling” survives damage, summon another “Water Waveling”. This effect makes the “Water Waveling” an effective control minion, and in turn “Zachary Goshorn” a powerful way to turn a potential loss around.

I carefully chose each element of this card, and it’s special effect. The Guild Warrior tag is a reference to my favorite games, Guild Wars 1 & 2. The card is considered a mage card, because I like frosty water magics and playing as a wizard. Each of the values on “Zachary Goshorn” are 8 because it’s my favorite number. And the values on the “Water Waveling” are an attempt to make them have roughly a fraction of the power of the “Water Elemental”,  a real Hearthstone card.

When inspecting the fine print at the bottom of the card, it reads:

The rogue wizard “Zachary Goshorn” knew he had attained mastery of frost magic only once he was able to simultaneously conjure four aquatic elementals.

 

I’m not a procrastinator, I’m a planner!

I have spent the past couple of days thinking about some broad ideas related to my game concept.  I want to have exploration, water, and massive boss battles to play key roles in my game.

One of my favorite parts of video games is the sense of exploration that is possible. Exploration in video games involves going to new places, uncovering secrets, and solving puzzles. Some games that involve exploration include Journey, Ashen, and Starbound. My favorite game to explore in is Guild Wars 2, where exploring the game world is a key part of the player experience. A unique part of Guild Wars 2 is that exploring underwater is just as important as on land. Some places can only be reached by going through hidden coves to find treasure, a hidden boss, or even ruins of a once great city.

Another subject that I would like to make a part of my game is water. At first glance, it seems to be either just a part of the environment, or just another mechanic. However, there are games where water is just as important, or even more important than the protagonist. Games such as Bioshock, Hydrophobia, and Submerged make extensive use of water. Great oceans can create a sense of awe and wonder, and being able to explore the depths could be a great gameplay experience.

A third element that I’d like to use in my game would be impressive boss battles. Most games make use of boss battles as a way for players to mark their progress, and other games are entirely about beating bosses. Examples of games that are primarily about beating bosses include Shadow of the Colossus, the Dark Souls series, and Titan Souls. In these games, the player takes the role of an average protagonist, who has to take down massive enemies. In Shadow of the Colossus, there is one boss, unofficially named the Hydra, that takes place in what appears to be an ocean that has no end. I’ve attached a clip that shows the boss fight in full.

I am excited to continue developing my concept, and hope to make use of all of these elements!

Hello world!

Hi! My name is Zachary Goshorn and this is my space to talk about my Freshman Seminar, Part Play. The 4.0 in the title of this blog is in reference to the the class’s fourth year of being. I’m excited to work with all of you this semester, and hope we have a great time together!