Skip to main content

Deconstruction of Quest for the Open Tavern



Quest of Tavern is a 2 player role playing game. The setting of the game is placed in a fantasy world.
In the game the one player is an adventurer and the other the governor.  The adventurer player controls 4 characters and the  governor player  controls only 1 character. The  goal of the game is to win by  defeating the other, by causing  maximum damage. The adventurer player wins when he/she causes maximum of level 10 devastation and level 5 booze. and the governor player wins if  he  oppresses the adventurer player in 6 turns. The game mechanics of the game are continuous in space and  are 2D. The bounded area that are portrays very less role in play, however, the map is well designed to encourage the players to  take sides and stick to the personalities that they are assigned to. The game is meant for 15 minutes and is well organized with number of cards and  action cards provided. if the adventurer player draws a  barwl card from event cards then, the governor would have to use few of his tokens to   calm the situation. thus increasing the complexity of the game.


The rules of the game are well organized and are understandable, however, Due to the length of the explanations of the rules it would seem a bit intimidating for few players to initiate the game. Overall I believe that the game had good game mechanics and would do better with concise explanation and lesser amount of components.

Comments

Popular posts from this blog

Particles Refrence and Tutorial!!!!!!!!

Hey guys! For this post, I am excited to announce that I have been learning particles in Unreal Engine 4. And i have to say I have learned alot and enjoyed learning particle this far.  When i first started learning them, I thought they would be complicated, but the statement prooved to be false and was surperised how easy it was to understand them and apply them. After practicing through the tutorials I have learned  all the different types of particles, such as, emitter particle effects, HUD emitter particle effects, Mesh particles, Ribbon particles,  animation curve particles. Anyway, continuing the current assignment, i had to do some research on what kind of a particle do I need to work on and how I can apply that to my other collaborative project of the racing level. And the answer to that was kinda obvious. since i wanted to  have a sand storm in my level, I decided to peruse the sand storm effect. I looked at few real life references and few game ones....

Level analysis of Asphalt 8 Airbone

Asphalt 8 Airborne -  London Track- Classic Game over view:  A sphalt  8 Airborne is a racing  game created for IOS and android systems. The game focuses solely on racing  and has individual missions on the side.   Its free to download and  has excellent graphics . There are 9 seasons  in the game, and each season consists of 15 races.   To advance into the next season you should have  collected a certain amount of stars ( act as experience points) to qualify  for next season or you could pay certain amount of money using your credit/ debit card. As you collect money and stars, you can buy  better cars and unlock more tracks. Some tracks can only be unlocked if you have purchased a specific brand of cars. Then again money is the other option. The game also have a multiplayer option. Game Play and Mechanics: • The game play is pretty straight forward. The level is designed to   potray an actual functioning ci...

PONG - Aracade Hits

For my programming class we created PONG  with a little bit of twist. We were paired in a team of two . and we assigned ourselves  a role of a programmer and the other a role of  of effects/ art. I had assumed of the former.  My first goal was to make the  game of pong look like  an old school pong that people can relate to. There fore Black and  white was the color scheme that i went with.  My main goal was to focus on how effects as the effects would  get the players more interested in our game. After creating the color scheme. I wanted  to add a bit of the dramatic flare to it, thus i started making particle effects for the tail of the ball and the radial bursts. For the Trail. I applied a material with opeque properties and  applies it into the cascade UI required module. Following are the values that i changed. I had also disabled velocity so that the trail would look seamless. And for the  radial ...