Setcha’s Blog

{May 13, 2009}   Prototyping…

yeah well this is way late but here it is ūüôā

What is prototyping?  Prototyping is a way to test out an idea without putting alot of time and money into it. It also helps work out kinks in ideas before alot of money is put into them.

Why do you think prototyping is important?¬† I think it’s important because it’s a good way to weed out “bad ideas” or ones that just aren’t reasonable. It also helps work out initial kinks and gives you a foundation to start a a bigger project. If you sit down to make a digital game with no prior thought, it could¬†end badly and take a lot longer than anticipated.

How can you use paper prototypes for digital games? just sketch out a quick plan through the rules in and know how they translate to digital, like the rules of movement and what a player can do or interact with. The bast example I can think of this is Monopoly, it started as a board game and now has a digital version that is exactly the same as the board game. It would be better, I think, to expand on your ideas when transfering the prototype to a digital game, but not changing it works too, like if I were to make a digital version of our “Elemental Checkers” game I wouldn’t change game play and focus entirely on how it looks.

What can you do to improve your development process to make it more streamlined based on what these authors discuss? I’m not quite sure how I can improve, I guess I could acctually make a paper prototype for digital games XD I think it would be interesting to see “Elemental Mania” as a digital game, it would be hard tho because the players have so much control over the terrain, so I would pry just make the computer take care of that. :3 cuz I’m lazy. but we’ll see.


There is a iPhone App. class offered in the fall at UCCS and I think it would be¬†good if they used the prototyping, I think it would help clarify concepts as well. Sadly I’m not taking the class so I pry won’t find out D: o’well the article just reminded me of that. haha


yeah… there is no game to go with it but I drew the pics myself :3


So if you can’t tell this is the follow up of the remake of Ugh! They’ll eat your brains! so here goes…

I think every one liked it better with the board. I would like to remake it again and space the police/ gas stations farther apart and maybe only include one of each. The car had too much power to keep running around. I’m also thinking that there will be a total of 6 cars, and once they are used they are removed from play so the players have to use them strategically if they want to get to NASA. I’m also thinking that there is no set number of Zombies and the Genorator just keeps making more, so each turn you would be rolling to be attacked and not to kill zombies. The only problem with that is that it would seem useless to get a weapon upgrade unless it decreased you chances of becomimg a zombie, which at this point it doesn’t, it only increases the number you kill. I think this game went well over all tho :3

{May 11, 2009}   Follow up on Clique suicide

Well I think it turned out well, people still remember it and occasionlly bring it up :3 The biggest thing that I feel needs to be changed is that comebacks should be ab;e to get you something. My only issue with implamenting this change is that the whole point of the game (making fun/picking on others hurts, even though they dind’t always show it on the outside)¬†would be trashed, the only thing I can think of is that the other person would also loose a point, but that wouldn’t really be rewarding the player… but I guess we don’t need to reward the player…. they already know they are going to lose >.>

{May 11, 2009}   Digital Game

Wow it’s been forever right? ok so the digital game. Me and Elizabeth worked on this together all weekend… yup that’s right from friday night to monday morning we were working on this game. I did the majority of the coding and the sounds, and Elizabeth did the graphics, except for the few I worked on… ^^; Elizabeth did the entire story plot and dialogue, the entire game was actually her idea, I just helped her code it really…

when we were assignd the project I was thinking about doing a Martail Arts competition using the characters from Bleach. The reason I went with Elizabeth’s idea was because she was really excited about it and asked me to help. I’m glad I did too because there is no way she could have finished it on her own… I was really excited when I found the sound bits online from other Bleach games :3 I’m glad we were able to use these.

We used gamemaker to make the game, I already knew how to do alot of the coding using this software, but not all of it. Through making this game I learned how to set timelines, alarms, and get user input :0 I was excited needless to say. The thing I was upset about was that the characters got stuck when others played them, but when I played them I never got stuck, I knew getting stuck in a gamemaker game was a huge possibility so when I was coding I was sure to test the movements in EVERY level and I NEVER got stuck ūüė° it was annoying needless to say…. (I say that alot in this post apparently… ) I wish it hadn’t taken so long to make, I like my sleep and I didn’t get much that weekend¬†>,< but I did get A TON of Mountain Dew so I guess that makes up for it ūüôā lol I can’t think of anything else to say …. oh yeah! playtesting… when we brought it to class I was sad because there were no speakers and no one could hear the sound¬†I was so happy that I found ūüė• good thing it didn’t take long to code that or I would have been very angry ūüėÄ The biggest thing I noticed was that people were crowded around the keyboard and really didn’t know what to do… I think it would have helped to have the moveable character in the intruction screen so they could move around to get used to hte controls before game play. this would be one change I’d make if I were to re-do it. I would also limit the movement in some other way than with an invisable object, because people kept getting stuck on it… I would need to hard code the sprite to say it cannot pass a certain boundry… but that would have taken longer XD¬† and I would have had to do more math than I was comfortable with at 3 in the morning. Other than movement issues I don’t think people really understood their goal, I think Sarah understood that her character blew boxes/rocks up and gathered the clue beneath them, but I got the feeling that Lauren and Desirea didn’t know who they were supposed to destroy, or that when the people they were supposed to get rids of touched a clue, hidden or otherwise, or hit Sarah’s character, the game ended. because of this I would pry add a game save option so you could start back up in the same room you lost in because it is easy to loose. Re-playability also kinda sucks because once you guess “who did it?” right, that’s it, it never changes. I didn’t know how to randomly genorate clues that cooresponded with a specific character and no one else… I guess I could have figured it out but with the time constrant, it didn’t seem worth it to me… yeah so that’s that :3

as the title says, and here are the pics :3

well the title says it all :3

Ugh! They’ll Eat Your Brains!

A mysterious, lethal disease is on the loose worldwide, resulting in a catastrophic death rate of humanity, and the increasing rise of attacks, caused by the living dead.

In [place], several high school students and a school nurse have banded together to escape [name of High School] shortly after it was attacked by “them.” The group now attempts to figure out whom or what was responsible for this plague, and in the meantime, attempt to survive the present apocalypse.

Players decide if they are a student or a nurse (there can only be one nurse), where they are (Continent), and the name of the school. (Australia is the tutorial Contintent and cannot be chosen for the main game. When first time players are present, start in Australia and then move on the chosen destination).

List of Weapons:

baseballbatBaseball Bat    metalpipeMetal Pipe     broomhandleBroom Handle drillDrill                 nailgunNail Gun         nurseFirst Aid Kit (Nurse only)

Each student player draws a weapon card to decide his or her means of attack and who goes first. The nurse does not get to attack, only heal. Next players decide if they want to work as a team, or split up. If they work as a team they share in the victory, if they split up there is a higher risk of death. The player with the baseball bat goes first.  Go clockwise from there.

Name of Continent

Number of Zombies

 (based on population of each continent as of July 2008)

Australia (Tutorial)


South America


North America








To win the game all you have to do is survive until somebody saves you, or until all the zombies are all killed. The only way to be ‚Äúsaved‚ÄĚ is if there is a time limit in place.

If a zombie bites you, you become a zombie and try to turn everyone else. This is another tactic to win the game, either survive, or kill everyone. Zombies are hard to kill and you must bash their heads in to keep them dead. Remember if you are bit, you become one. If you die any other way then being bit, you stay dead.


Students: Use your weapon to protect yourself and destroy zombies.  Roll 2D6 to attack, if you roll a number that is added together to get an odd number, destroy twice the number shown. If you roll 1, you are bit and become a zombie. If you roll any other number, the zombie can attack you taking the number shown on the die from your health. (Zombies do not have health since they are already dead and the only way to get rid of them is by bashing in their heads (rolling doubles)). Zombies are blind and travel in groups, when you roll doubles, destroy zombies equal to the amount shown on the die. This happens every turn.  HP = 50

Nurse: Team up with students and heal them after a battle. Every turn heal one teammate by rolling 1D6, the higher the number the more you heal. If a higher number is rolled than the student is lacking in health the student gets a power boost for the next battle and takes half damage. To attack, roll a one or a six on 2D6, added together or seperate (destroying the amount shown on both die). Keep track of how many zombies are left, use whatever method you want (suggestion is tick marks). HP = 25

Zombies: The only way to be a Zombie is if you are bit! If you are a zombie, you can change the other players as well by biting them. If the player attacking rolls a prime number they become a zombie, but now you can attack too, if you roll a 3 or a 5 using 2D6 (added together or separate), that player becomes a Zombie. However, if they roll doubles, you are done for, but at least you do not have to worry about taking damage, the student will take damage as show on your dice. The only way the nurse can be attacked is if all the students on his/her team are killed or turned into a zombie. Zombies can only attack when attacked and not killed or on their turn they can flip a coin, heads they can attack, tails they wonder around (giving them the option of changing where they are sitting/ whom they are sitting by). (Upon attacking the students chooses who fights back/ is attacked). Board rules: When a player is turned into a zombie, they move around the board, trying to kill/turn the other players and protect the zombie generator. Zombies cannot drive, but can walk on the street, choosing when they go back and forth between the street and the sidewalk.


Special Attack:

The Fire hose: you can use a fire hose to clear the path of Zombies. There must be at least two students present to use this. Destroys ¬ĺ of the Zombies in the direct path (always round up), if some of the zombies are players always kill the npz‚Äôs (Non-playable-zombies) first and then roll between the player zombies to see which of them get destroyed (if needed), higher die roll dies. ¬†To use this two student‚Äôs roll 2D6, if they roll any two numbers that are in consecutive order (1 and 2, 2 and 3, ECT‚Ķ) the fire hose is active. The numbers can both be rolled by the same student or by a combined effort of the two (if the first player rolls a 1 and a 3 and the next player rolls a 2 and a 5, the 1 from the first player and the 2 from the second player can be used to activate the hose). Assume that half of all remaining Zombies are in your direct path, if a player zombie is sitting next to the student using the fire hose he/she is also in the direct path. (Players can do this whenever they are in/near a building but must give up their next turn, in board game rules.)

Board Rules:

Game Play:

Gameplay starts the same as without the board, each player draws a card to determine who goes first; the player that draws the bat goes first and play goes clockwise from there.

Roll one D6 to move across the board, gather needed items by landing on the correct spaces and defeat Zombie along the way. To win all players have to do is get to ‚ÄúNASA‚ÄĚ and go to another planet that is not infected with zombies, or be the hero and destroy the ‚ÄúZombie Generator‚ÄĚ. ¬†Each turn players roll 2D6 (after moving) to attack zombies. (See above for details)

Getting to another Planet:

In order to get to another planet all (living) players must reach the rocket ship in the center of the board. To get to the rocket at least one player must have a car, and they all must wait at the bridge for the other players to get there. Once all players have reached the bridge they all roll a die at the same time, if all players get an odd number or all players get an even number, they can move that amount of spaces, otherwise, they must stay at the foot of the bridge. If two or more cars are in play all players that roll the same number (odd or even) as the player with the car can move with that player, moving the amount shown on the ‚Äúdrivers‚ÄĚ die.

Destroying the Zombie Generator:

The Zombie genorator can only be accessed on foot. To destroy it the player must roll a series of 3 dice, getting all odd, or all even numbers. If the player fails, they can try again the next turn, however if they fail three times, theybecome a zombie. If they succed they win the game.  



Board Details:


High School:  This is the starting space. All players start with the weapon on the card they drew at the beginning of the game. Passing through the school during game play gets you nothing.


Police Station: There are two Police Stations on the board; here players get weapon upgrades, as shown below.


Gas Station: There are two Gas Stations on the board; here players steal a vehicle to get to NASA and run zombies over. (See below for details.)


Downtown: There is one downtown. Here players are safe from zombies for the time being (since it is the furthest from the Zombie generator). After the Zombie Genorator has been attacked (and not destroyed), this is no longer a safe zone.


Park: There is one park on the board. This is just another space.  


Zombie Generator:  The Zombie generator is what turns people into zombies, destroy this and you save the world, but be carful because there are a bunch of zombies in that area.


NASA: Get here and blast off to a non-zombie infested world.



When landing on a police station, players upgrade their weapons, causing double damage and more accuracy.

Students: When upgraded, roll 2D6 to attack. If the numbers rolled have an odd number, whether separate or together, destoy triple the amount shown on the die. If doubles are rolled, destroy 5X the amount shown on the die, whether it is an odd or even number.

Nurse: After upgrading, a nurse can cure an aflicted teammate by rolling an even number and destroy double the amount of zombies as shown on the die when rolling any odd number. The nurse can also bring the dead back to life when rolling the number 7 in any form.

scytheScythe (baseball bat)  katanaKatana (metal pipe)   knightlyswordKnight Sword (broom handle)  machinegunMachine Gun (drill) cal16Gun (nail gun) zombiesurvivalkitZombie Survival Kit (First Aid Kit/Nurse)


Cars:  When landing on the Gas station, players can get a car. Move to the center portion of the board and run zombies over. You cannot die or be turned into a zombie when in a car, but the car only last three turns. Roll 2D6 and destroy 5X the amount of zombies as shown on the die.

Zombie Car


the Game board

the Game board

{April 6, 2009}   Ugh! Clique Suicide- Rules

Ugh! Clique Suicide

Stephanie Richardson

Objective: There is no way to win this game, and it has already begun. Everyday people go through what you are about to experience; there is no turning back. When one person loses, everyone loses; it is that simple.

Equipment: 17 Clique cards, rules, and players imaginations

Setup: Each player draws a clique card randomly (no peeking!), once everyone has his or her card, play begins. Each character starts with ten “self-esteem” points. The quietest player goes first.

Gameplay: Starting with the quietest player, go clockwise in a turn base gameplay. During each turn, the player pokes fun at whatever other player they choose, so long as they remain in character while they do so. Being in character can include a voice change, physical action, words said, and who is being picked on. The only thing that is manditory to use is words said. Each turn someone is picked on, they loose a Self-esteem point. When one player’s self-esteem points reach zero, they commit suicide, causing the game to end.

Players are not allowed to show the others how many self esteem points they have remaining, players are also not allowed to keep track of other players self esteem points on paper or by any other means, besides remembering. If you do not act in character, you loose two self-esteem points. (This could be inforced by other players or an apointed Game Master).

For this challenge¬†I decided to make my Elemental Mania game better. I took the advise of my class mates and made my game better. The first thing I did was print the terrain in color, this should make it funner to play, color excites people¬†8D.¬†Also¬†the color should make it easier to tell what¬†terrain is what. I also enlarged each¬†terrain, so they each take up the entire card instead of half of it. I figured¬†this made it easier to tell where one¬†space starts and the other ends. I also modified the rules so teams are easier to understand, and¬†the health and convultions of nature cards include what¬†we talked about¬†during play testing. I am¬†also working on making¬†battles easier by making numbers smaller, 20,000 HP was a bit intimidating to most people…¬†The reason I’m having difficulties with this is that¬†some of the NPC monsters I am using have an¬†insane ATK and I am just using Yu-Gi-Oh cards for these monsters and I can’t alture them easily…

Also I am taking suggestions for the name!¬†I really don’t like “Elemental Mania”¬†but I can’t think of what else to call it. If you guys can think of something I’m¬†willing to listen ūüôā plus I’ll give you credit for coming up with it if I chose to use it! lol Thanks!

et cetera