{"id":1220,"date":"2012-02-25T02:49:05","date_gmt":"2012-02-25T10:49:05","guid":{"rendered":"http:\/\/www.matheuspitillo.com\/blog\/?p=1220"},"modified":"2012-02-28T20:15:20","modified_gmt":"2012-02-29T04:15:20","slug":"board-game-term-01","status":"publish","type":"post","link":"https:\/\/www.matheuspitillo.com\/blog\/2012\/02\/board-game-term-01\/","title":{"rendered":"Board Game &#8211; Term 01"},"content":{"rendered":"<p style=\"text-align: justify;\">Hey guys! Term 01 is finally over and now we are having 4 days of school break until next Monday. As I already said some posts before, one of our final projects for Term 01 &#8211; and by the way one of the most important on this term &#8211; was the Board Game for Game Theory (Analog) Class. So here I am to present how was each one of the steps to finally have the final game in hands. \ud83d\ude00 First of all, I need to thanks and congrats my friend<em> Mustafa Dungarpurwala<\/em> who did the game with me as a team.<\/p>\n<p style=\"text-align: justify;\">In the beginning of the first month in Game Theory (Analog) Class, we received an assignment which we were supposed to create 25 to 50 Board Game ideas. This assignment was great to show to us what was our experience with board games. Mustafa and I decided to take all of our ideas together and between almost 100 different concepts we tried to find the one which received the best feedback from Gregory MacMartin, our teacher. The funniest part was how we transformed a simple game concept into an intelligent and unique one. From a thief who should escape a police officer who walks in the board every two rounds, to recover the stolen money, into a adventure game with Dragons and Magics.\u00a0And this is how Dragon&#8217;s Burrow was born.<\/p>\n<p style=\"text-align: justify;\"><strong>Dragon&#8217;s Burrow<\/strong><br \/>\nThe background story of Dragon&#8217;s Burrow is about\u00a0win the right to\u00a0have the\u00a0love of the princess.\u00a0To be worthy to marry Princess Celina, The King of Armana has thrown a challenge to the four different contestants: Elf, Orc, Gnome and Human. The one who gets the maximum number of eggs from the Dragon&#8217;s Burrow wins the challenge. But the big question is: The Dragon will let them do that?<\/p>\n<p style=\"text-align: justify;\">From the first concept to the last one, we had a lot of changes to turn the gameplay more interesting. When we are developing a board game, the most important thing is the feedback from the players. We will only be able to make the game better if we receive and accept opinions by others. In our class it was required at least 5 playtests with different people.<\/p>\n<p style=\"text-align: justify;\">Basically our gameplay\u00a0works as follows: In a total of five players, each one must choose one of five races &#8211; Orc, Elf, Gnome, Human and Dragon &#8211; to play. The criterion of choice of the order follows the answer to the question: &#8220;Who ate eggs recently?&#8221;. The player who has recently eaten eggs is the first to choose a race and play the game. And for the others following clockwise sequence order.<\/p>\n<p style=\"text-align: justify;\">The four adventures has the objective to capture as many eggs that they can, and bring it back to their respective hideouts. While, the objective of the Dragon is to defend her eggs to be captured, killing the adventurers. If an adventurer with an egg on his hands is killed, the Dragon needs to get the egg and drop it back in one of the nests in the second floor. Saving the captured egg will add a score to the Dragon. When Dragon reaches 4 scores the game ends and she wins. But if adventurers captures more eggs, before the Dragon save it again, the adventurers wins according to the number of eggs they have in their hideout.<\/p>\n<p style=\"text-align: justify;\">We decided to give one Specific Racial Ability for each Race in the game. The hardest part was to balance everything. Also, in addition to the Racial Ability, adventurers can chose one of the three Special Skills that they can use during the game.<\/p>\n<p style=\"text-align: justify;\">For the movement, we decided to use a different method to move the players around the board.\u00a0We did not want to use dices, then we create Movement Cards following the pattern of the game Tetris. Players need to use a card and walk according to the certain number of tiles available, and following exactly the same direction of the cards. In the beginning of player&#8217;s turn, they need to draw a new card, being able to chose one card of three. They also have the option to discard a single card to move just one tile in the board.<\/p>\n<p style=\"text-align: justify;\">And finally, we decided to add Treasure Cards to give to players some kind of good rewards and, sometimes, bad events. And also some tunnels that able players to cross from one side to the other of the board.<\/p>\n<p style=\"text-align: justify;\"><strong>First Prototype<\/strong><br \/>\nThe game started with a very simple concept in which players walk around the board on a single floor. Upon leaving the bridge where they began their match, players had to go ahead, grab the egg and return to their hideout.<\/p>\n<p style=\"text-align: justify;\"><a href=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/IMG_0679.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone  wp-image-1241\" title=\"IMG_0679\" src=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/IMG_0679.jpg\" alt=\"\" width=\"530\" height=\"397\" srcset=\"https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/IMG_0679.jpg 3264w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/IMG_0679-300x225.jpg 300w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/IMG_0679-1024x768.jpg 1024w\" sizes=\"auto, (max-width: 530px) 100vw, 530px\" \/><\/a><\/p>\n<p style=\"text-align: justify;\">In our first match, the game was tested on a paper prototype. The cards were not yet very well balanced and the fact we only have a single floor in the game, made \u200b\u200bthe Dragon had an incredible advantage against the adventurers.<\/p>\n<p style=\"text-align: justify;\"><strong>Second Prototype<\/strong><br \/>\nAfter some playtests with our friends at school, me and Mustafa were searching for some solution to balance the Dragon strength. And then a great idea appeared in our heads. What if we create two different floors, with different kinds of access? This way, and adding some blocked stones in the board, we could manage very well the distance between Dragon and Adventurers, making the game very well balanced.\u00a0For our second prototype, we also used paper, but now with more details and the second floor option.<\/p>\n<p style=\"text-align: justify;\"><a href=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/prototype_02.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone  wp-image-1244\" title=\"prototype_02\" src=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/prototype_02.jpg\" alt=\"\" width=\"530\" height=\"266\" srcset=\"https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/prototype_02.jpg 4926w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/prototype_02-300x151.jpg 300w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/prototype_02-1024x515.jpg 1024w\" sizes=\"auto, (max-width: 530px) 100vw, 530px\" \/><\/a><\/p>\n<p style=\"text-align: justify;\">More playtests, and we still needed to balance the gameplay in some aspects. Players who were playing as the Adventurers were not satisfied with the fact that when the Dragon capture and save an egg again, the players had no more chance to capture it again.\u00a0From that point we decided that when the Dragon adds one more point to her score, the egg does not disappear from the board. Thus, adventurous can try to catch it again, provided they can steal all the eggs before the Dragon complete four of them.<\/p>\n<p style=\"text-align: justify;\"><strong>Third Prototype<\/strong><br \/>\nAlmost the same as the final design of the game, the third prototype we created in paper too, but now with colours, cool images and cards. In this last prototype we solved a lot of mistakes that we were having before.\u00a0Other interesting things we added were the features of the pieces of the game itself. We bought magnetic pins that could represent each race of the game. While the eggs were magnet too, when the player approaches the egg, your character will automatically stick to the magnetic egg. This way players can control only the pin as it moves across the board, carrying the Dragon egg too.<\/p>\n<p style=\"text-align: justify;\"><em>* The whole art of the game was made through the combinations of images found on Google. Although we have edited and changed all the illustrations, we do not have the copyrights of the images.<\/em>\u00a0<em>This is a nonprofit project containing images and references taken from Google.<\/em><\/p>\n<p style=\"text-align: justify;\"><a href=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/IMG_0825.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone  wp-image-1224\" title=\"IMG_0825\" src=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/IMG_0825.jpg\" alt=\"\" width=\"530\" height=\"473\" srcset=\"https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/IMG_0825.jpg 1600w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/IMG_0825-300x267.jpg 300w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/IMG_0825-1024x913.jpg 1024w\" sizes=\"auto, (max-width: 530px) 100vw, 530px\" \/><\/a><\/p>\n<p style=\"text-align: justify;\">With our third prototype we and our friends presented the games in class, in one of the last weeks of Term 01. And after that, finally creating the final version of the Board Game, with the Rule Book and Playtesting Reports.<\/p>\n<p style=\"text-align: justify;\"><strong>Board Game Presentations<br \/>\n<\/strong>We had a full afternoon of presentations that began at 4h00pm and ended at 10h00pm.\u00a0During the presentations, the teacher evaluated mostly the game concepts, game mechanics, gameplay, design, and finally if the games fit in Garneau&#8217;s Forms of Fun, and in which classifications of Roger Caillois the games were also present.<\/p>\n<p style=\"text-align: justify;\">Between the 14 forms of classifiable fun, Dragon\u2019s Burrow embody mostly the Immersion, Intellectual Problem Solving, Competition, Social Interaction and Advancement. These forms can be combined perfectly in game. Also, talking about\u00a0 Roger Caillois Analysis, he would classify our board game as a mix of Alea and Agon.<\/p>\n<p style=\"text-align: justify;\"><a href=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/omar.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone  wp-image-1251\" title=\"omar\" src=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/omar.jpg\" alt=\"\" width=\"530\" height=\"396\" srcset=\"https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/omar.jpg 1805w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/omar-300x224.jpg 300w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/omar-1024x765.jpg 1024w\" sizes=\"auto, (max-width: 530px) 100vw, 530px\" \/><\/a><\/p>\n<p style=\"text-align: center;\"><em>Omar Gonzalez presenting his game Hadrium Sector<\/em><\/p>\n<p style=\"text-align: justify;\">The presentations were very well and I confess that I felt good when I was presenting the game to the rest of the class this time. I believe that Mustafa also felt comfortable. \ud83d\ude42<\/p>\n<p style=\"text-align: justify;\"><strong>Playtesting Reports<\/strong><br \/>\nAs I\u00a0already\u00a0said above, we went through\u00a0five\u00a0different\u00a0playtests\u00a0to get\u00a0the results\u00a0we had.From this\u00a0we created\u00a0a\u00a0document to present\u00a0this\u00a0evolution\u00a0and the\u00a0feedback\u00a0received.\u00a0After the presentation in class with our game prototype, we received a lot of good feedbacks also. Between all student\u2019s tips, we decided to create a kind of co-op gameplay between players, in which they can protect themselves against the dragon, creating a range of defense. The problem was the Dragon was already balanced in the last time that we\u2019ve play tested. Adding the co-op gameplay the Dragon started to be too weak, so we decided to focus in the old gameplay and just make the rules even more balanced and specific.<\/p>\n<p style=\"text-align: justify;\"><a href=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/playtests.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone  wp-image-1254\" title=\"playtests\" src=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/playtests.jpg\" alt=\"\" width=\"530\" height=\"130\" srcset=\"https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/playtests.jpg 4047w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/playtests-300x73.jpg 300w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/playtests-1024x251.jpg 1024w\" sizes=\"auto, (max-width: 530px) 100vw, 530px\" \/><\/a><\/p>\n<p style=\"text-align: justify;\">During all the process of development of our game we passed through various different board layouts. We finally decided to have a two floor board when we noticed that this way we could create a better design for the game and also use it in our favor, by manipulating the balance of the game between the floors. From a very simple map, we did a better one with cool colors, textures, props and conditions. All cards and pins were updated too, to create the best design.<\/p>\n<p style=\"text-align: justify;\"><strong>Final Version<\/strong><br \/>\nAnd finally,\u00a0we made the final version of the game, printing the image on a board. Next to VFS there is a store that does these printing on the board. Almost all students of the course chosen by their service.\u00a0For the final delivery we did the Rule Book and Playtest Document. We put everything in a box, along with the pins and the cards and we delivered to the teacher.<\/p>\n<p style=\"text-align: justify;\"><a href=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/final_version.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone  wp-image-1260\" title=\"final_version\" src=\"http:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/final_version.jpg\" alt=\"\" width=\"530\" height=\"126\" srcset=\"https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/final_version.jpg 5014w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/final_version-300x71.jpg 300w, https:\/\/www.matheuspitillo.com\/blog\/wp-content\/uploads\/2012\/02\/final_version-1024x245.jpg 1024w\" sizes=\"auto, (max-width: 530px) 100vw, 530px\" \/><\/a><\/p>\n<p style=\"text-align: justify;\">The most interesting part of this whole project is to analyze how much we have learned during these two months. From very simple rules, we have transformed and reached most intelligent and balanced rules. I did not expect to make something so interesting in so little time. And again the school surprised me in the right direction.<\/p>\n<p style=\"text-align: justify;\">That&#8217;s all folks! I&#8217;m trying to figure out some way to post all I have in mind. But as always, time is short. I&#8217;ll try harder. Thanks!<\/p>\n<p style=\"text-align: justify;\"><div class='et-learn-more clearfix'>\r\n\t\t\t\t\t<h3 class='heading-more'>acompanhe esse texto em portugu\u00eas<span class='et_learnmore_arrow'><span><\/span><\/span><\/h3>\r\n\t\t\t\t\t<div class='learn-more-content'><p style=\"text-align: justify;\">Ea\u00ed pessoal! O term 01 finalmente acabou e agora n\u00f3s estamos tendo quatro dias de intervalo at\u00e9 a pr\u00f3xima Segunda-Feira. Como eu j\u00e1 disse h\u00e1 alguns posts, um dos nossos projetos finais do term 01 &#8211; e que por sinal talvez seja um dos mais importantes desse term &#8211; foi o jogo de tabuleiro para a aula de Game Theory (Analog). Ent\u00e3o aqui estou novamente para apresentar quais foram cada uma dessas etapas para finalmente ter o jogo em m\u00e3os. Mas antes de tudo eu quero agradecer e parabenizar o meu parceiro Mustafa Dungarpurwala, que fez parte do time comigo.<\/p>\n<p style=\"text-align: justify;\">No in\u00edcio do primeiro m\u00eas na aula de Game Theory (Analog) n\u00f3s recebemos um assignment no qual n\u00f3s dever\u00edamos criar de 25 a 50 id\u00e9ias para jogos de tabuleiro. Esse assignment foi \u00f3timo para nos mostrar qual era a nossa experi\u00eancia com jogos de tabuleiro at\u00e9 ent\u00e3o. Eu e Mustafa decidimos juntar todas as quase 100 id\u00e9ias e escolher a que recebeu o melhor feedback da parte do nosso professor Gregory MacMartin. A parte mais interessante \u00e9 como n\u00f3s transformamos um simples conceito de jogo em um completamente novo, inteligente e \u00fanico. De um jogo sobre um ladr\u00e3o que deve escapar de um policial que circula ao redor do tabuleiro de dois em dois turnos, para recuperar o dinheiro roubado, em um jogo de aventura com Drag\u00f5es e Magias. E dessa maneira foi como Dragon&#8217;s Burrow surgiu.<\/p>\n<p style=\"text-align: justify;\"><strong>Dragon&#8217;s Burrow\n<\/strong><\/p>\n<p style=\"text-align: justify;\">A hist\u00f3ria de fundo de Dragon&#8217;s Burrow \u00e9 sobre conquistar o direito de ter o amor de uma princesa. Para ser digno de se casar com a princesa Celina, o Rei de Armana lan\u00e7ou um desafio para os quatro diferentes competidores: Elfo, Orc, Gnomo e Humano. O competidor que conseguir o maior n\u00famero de ovos de drag\u00e3o de dentro da toca do Drag\u00e3o, vence o desafio. Mas a grande pergunta \u00e9: o Drag\u00e3o vai deix\u00e1-los fazer isso?<\/p>\n<p style=\"text-align: justify;\">Do primeiro conceito ao \u00faltimo n\u00f3s tivemos v\u00e1rias mudan\u00e7as para tornar o gameplay mais interessante. Quando estamos desenvolvendo um jogo de tabuleiro a coisa mais importante \u00e9 o feedback da parte dos jogadores. N\u00f3s s\u00f3 seremos capaz de deixar o jogo melhor se recebermos e aceitarmos opini\u00f5es dos outros. Na nossa classe foi exigido pelo menos 5 playtests com pessoas diferentes.<\/p>\n<p style=\"text-align: justify;\">Basicamente o nosso gameplay funciona da seguinte maneira: em um total de cinco jogadores, cada um deve escolher uma das cinco ra\u00e7as &#8211; Orc, Elfo, Gnomo, Humano e Drag\u00e3o &#8211; para jogar. O crit\u00e9rio da escolha da ordem se segue com a resposta para a seguinte pergunta: &#8220;Quem de voc\u00eas comeu ovo recentemente?&#8221;. O jogador que tiver comido ovo mais recentemente \u00e9 o primeiro a escolher a ra\u00e7a que quer controlar e o primeiro a jogar. E para os outros, deve seguir a sequ\u00eancia hor\u00e1ria.<\/p>\n<p style=\"text-align: justify;\">Os quatro aventureiros tem o objetivo de capturar a maior quantidade poss\u00edvel de ovos de drag\u00e3o e trazer de volta para seus respectivos hideouts. Enquanto isso, o objetivo do Drag\u00e3o \u00e9 o de defender seus ovos e impedir que sejam capturados, matando os outros aventureiros. Se um aventureiro com um ovo em suas m\u00e3os for morto, o Drag\u00e3o precisa pegar o ovo e trazer de volta para um dos ninhos no segundo andar. Salvando o ovo capturado ir\u00e1 dar uma pontua\u00e7\u00e3o adicional ao Drag\u00e3o. Quando o Drag\u00e3o completar 4 pontos o jogo se encerra e ele vence. Mas se os aventureiros capturarem mais ovos, antes que o Drag\u00e3o os salve novamente, os aventureiros vencem de acordo com a quantidade de ovos que eles possuem em seus hideouts.<\/p>\n<p style=\"text-align: justify;\">N\u00f3s decidimos criar uma Habilidade especial para cada Ra\u00e7a do jogo. A parte mais dif\u00edcil foi balancear todas essas habilidades. Ainda, em adi\u00e7\u00e3o a Habilidade da Ra\u00e7a, aventureiros podem escolher uma entre tr\u00eas op\u00e7\u00f5es de Habilidades especiais que eles podem usar durante o jogo.<\/p>\n<p style=\"text-align: justify;\">Para o movimento, n\u00f3s decidimos utilizar um m\u00e9todo diferente para mover os jogadores pelo tabuleiro. N\u00f3s n\u00e3o quer\u00edamos usar dados, ent\u00e3o criamos Cartas de Movimento seguindo o padr\u00e3o de tiles do jogo Tetris. Jogadores precisam usar a carta e andar de acordo com o n\u00famero de tiles dispon\u00edveis, e seguindo a dire\u00e7\u00e3o exata mostrada na carta. No in\u00edcio do turno do jogador ele precisa comprar uma nova carta, estando sempre apto a escolher uma op\u00e7\u00e3o de movimento, dentro de tr\u00eas. Os jogadores tamb\u00e9m possuem a op\u00e7\u00e3o de descartar uma \u00fanica carta, para mover apenas um tile pelo tabuleiro.<\/p>\n<p style=\"text-align: justify;\">E finalmente, n\u00f3s decidimos acrescentar Cartas de Tesouro para dar aos jogadores uma esp\u00e9cie de boas recompensas ou, em alguns casos, alguns eventos ruins como consequ\u00eancia. Alguns t\u00faneis tamb\u00e9m foram adicionados dando a op\u00e7\u00e3o do jogador se mover rapidamente de um lado para o outro do tabuleiro.<\/p>\n<p style=\"text-align: justify;\"><strong>Primeiro Prot\u00f3tipo\n<\/strong><\/p>\n<p style=\"text-align: justify;\">O jogo come\u00e7ou com um conceito muito simples nos quais os jogadores precisam andar pelo tabuleiro em um \u00fanico andar. Ap\u00f3s sair da ponte na qual o jogo come\u00e7ava, os jogadores tinham que apenas seguir o seu caminho a frente, pegar um ovo e retornar para o seu hideout.<\/p>\n<p style=\"text-align: justify;\">Na nossa primeira partida, o jogo foi testado em um prot\u00f3tipo de papel. As cartas ainda n\u00e3o estavam muito bem balanceadas e o fato de termos apenas um andar no jogo fazia com que o Drag\u00e3o tivesse uma incr\u00edvel vantagem contra os aventureiros.<\/p>\n<p style=\"text-align: justify;\"><strong>Segundo Prot\u00f3tipo<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong><\/strong>Ap\u00f3s alguns playtests com os nossos colegas de classe, eu e o Mustafa procuramos alguma solu\u00e7\u00e3o que balanceasse a for\u00e7a do Drag\u00e3o. E ent\u00e3o uma incr\u00edvel id\u00e9ia veio em mente. E se n\u00f3s cri\u00e1ssemos dois andares diferentes, com diferentes posi\u00e7\u00f5es de acesso? Dessa maneira, adicionando algumas pedras para bloquear alguns tiles do tabuleiro, n\u00f3s poder\u00edamos manejar melhor a dist\u00e2ncia entre o Drag\u00e3o e os Aventureiros, fazendo o jogo se tornar mais balanceado. Para o nosso segundo prot\u00f3tipo n\u00f3s tamb\u00e9m usamos papel, por\u00e9m dessa vez com mais detalhes, cores e um segundo andar.<\/p>\n<p style=\"text-align: justify;\">Mais alguns playtests depois e n\u00f3s ainda precis\u00e1vamos balancear ainda mais o gameplay em alguns aspectos. Os jogadores que estavam jogando como um dos aventureiros ainda n\u00e3o estavam satisfeitos com o fato de que o Drag\u00e3o ap\u00f3s capturar e salvar um ovo novamente, o aventureiro n\u00e3o teria mais chances de conquistar aquele espec\u00edfico ovo de novo. Dessa maneira decidimos que quando o Drag\u00e3o soma mais um ponto para o seu placar, o ovo n\u00e3o desaparece do tabuleiro. Sendo assim os aventureiros podem tentar capturar aquele ovo de novo, desde que consigam roubar todos os ovos antes que o Drag\u00e3o complete um total de quatro pontos.<\/p>\n<p style=\"text-align: justify;\"><strong>Terceiro Prot\u00f3tipo<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong><\/strong>Quase o mesmo que o design final do jogo, o terceiro prot\u00f3tipo que criamos foi feito em papel tamb\u00e9m, mas agora com cores, imagens legais e cartas. Nesse \u00faltimo prot\u00f3tipo n\u00f3s solucionamos diversos erros que est\u00e1vamos tendo anteriormente. Outras coisas interessantes que adicionamos foram as pr\u00f3prias pe\u00e7as do jogo. N\u00f3s compramos pinos magn\u00e9ticos para representar cada ra\u00e7a do jogo. Como os ovos tamb\u00e9m eram pe\u00e7as magn\u00e9ticas, quando o jogador se aproxima do ovo ele automaticamente se gruda a ele. Assim, os jogadores podem controlar apenas o seu pino e carregar o ovo ao mesmo tempo pelo tabuleiro.<\/p>\n<p style=\"text-align: justify;\"><em>* Toda a arte do jogo foi feita atrav\u00e9s de combina\u00e7\u00f5es de imagens encontradas no Google. Mesmo que tenhamos editado e alterado todas as ilustra\u00e7\u00f5es, n\u00f3s n\u00e3o possu\u00edmos os direitos autorais das mesmas. Dragon&#8217;s Burrow n\u00e3o \u00e9 um projeto com fins lucrativos.<\/em><\/p>\n<p style=\"text-align: justify;\">Com o nosso terceiro prot\u00f3tipo n\u00f3s e nossos amigos apresentamos os jogos em classe, em uma das \u00faltimas semanas do Term 01. Depois de tudo isso, finalmente criamos a vers\u00e3o final do jogo, com o livro de regras e o Documento de Playtests.<\/p>\n<p style=\"text-align: justify;\"><strong>Apresenta\u00e7\u00f5es dos Jogos de Tabuleiro<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong><\/strong>N\u00f3s tivemos uma tarde cheia com apresenta\u00e7\u00f5es que come\u00e7aram as 16h00 e terminaram apenas as 22h00. Durante as apresenta\u00e7\u00f5es o professor avaliou principalmente o conceito do jogo, a mec\u00e2nica, gameplay, design e, finalmente, se os jogos se encaixavam nas formas de divers\u00e3o de Garneau e, em quais classifica\u00e7\u00f5es de Roger Caillois o jogo tamb\u00e9m estava presente.<\/p>\n<p style=\"text-align: justify;\">Entre as 14 formas de divers\u00e3o, Dragon&#8217;s Burrow se encaixa principalmente nas formas de Imers\u00e3o, Resolu\u00e7\u00e3o Intelectual de Problemas, Competi\u00e7\u00e3o, Intera\u00e7\u00e3o Social e Avan\u00e7o. E tratando-se da an\u00e1lise de Roger Caillois, ele poderia classificar o nosso jogo como um misto de Alea e Agon.<\/p>\n<p style=\"text-align: justify;\">As apresenta\u00e7\u00f5es correram muito bem e eu confesso que me senti bem enquanto apresentava o jogo para o resto da turma. Eu acredito que Mustafa tamb\u00e9m se sentiu confort\u00e1vel. \ud83d\ude42<\/p>\n<p style=\"text-align: justify;\"><strong>Playtesting Reports<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong><\/strong>Como eu disse anteriormente, n\u00f3s passamos por cinco diferentes playtests para alcan\u00e7armos o resultado que tivemos. A partir disso, n\u00f3s criamos um documento para apresentar a evolu\u00e7\u00e3o que o jogo teve e os feedback que recebemos. Ap\u00f3s a apresenta\u00e7\u00e3o em classe com o nosso terceiro prot\u00f3tipo, n\u00f3s tamb\u00e9m recebemos \u00f3timos e consider\u00e1veis feedback. Entre todas as dicas dos estudantes e do professor, n\u00f3s decidimos criar uma esp\u00e9cie de gameplay cooperativo entre os jogadores, no qual eles poderiam se proteger contra o Drag\u00e3o, criando uma \u00e1rea de defesa ao redor deles. O problema foi que a for\u00e7a do Drag\u00e3o j\u00e1 tinha sido balanceada corretamente. Adicionando esse gameplay cooperativo o Drag\u00e3o come\u00e7ou a se tornar muito fraco, ent\u00e3o por fim acabamos decidindo nos focar no nosso conceito anterior, apenas tornando as regras mais espec\u00edficas e corretas.<\/p>\n<p style=\"text-align: justify;\">Durante todo o processo de desenvolvimento do nosso jogo n\u00f3s passamos por diferentes tipos de layout de tabuleiro. N\u00f3s finalmente decidimos usar dois andares diferentes quando percebemos que isso traria ao jogo um visual mais interessante e tamb\u00e9m conseguir\u00edamos utilizar isso ao nosso favor, balanceando o jogo entre os andares. De um mapa muito simples, n\u00f3s fizemos um com mais cores, texturas, objetos e condi\u00e7\u00f5es. Todas as cartas e pinos foram tamb\u00e9m atualizados, para criar o melhor visual poss\u00edvel.<\/p>\n<p style=\"text-align: justify;\"><strong>Vers\u00e3o Final<\/strong><\/p>\n<p style=\"text-align: justify;\"><strong><\/strong>E finalmente n\u00f3s fizemos a vers\u00e3o final do jogo, fixando a imagem em um tabuleiro de verdade. Para a entrega final n\u00f3s fizemos um Livro de Regras e o Documento de Playtests. N\u00f3s colocamos tudo dentro de uma caixa, junto com os pinos e cartas e entregamos ao professor.<\/p>\n<p style=\"text-align: justify;\">A parte mais interessante de todo esse projeto \u00e9 analisar o quanto n\u00f3s aprendemos durante esses dois meses. De regras bem simples, n\u00f3s transformamos e alcan\u00e7amos regras mais inteligentes e balanceadas. Eu n\u00e3o esperava conseguir criar algo t\u00e3o interessante em t\u00e3o pouco tempo. E, novamente, a escola me surpreendeu de maneira positiva.<\/p>\n<p style=\"text-align: justify;\">Bom, isso \u00e9 tudo pessoal! Eu estou tentando descobrir alguma maneira para postar tudo que eu tenho em mente. Mas como sempre o tempo tem sido bem curto. Eu vou me esfor\u00e7ar mais, ok? Valeu!<\/p>\n<p style=\"text-align: justify;\"><\/div>\r\n\t\t\t\t<\/div><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Hey guys! Term 01 is finally over and now we are having 4 days of school break until next Monday. As I already said some posts before, one of our final projects for Term 01 &#8211; and by the way one of the most important on this term &#8211; was the Board Game for Game [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false},"version":2}},"categories":[3],"tags":[164,162,159,32,161,167,141,23,160,166,168,163,165,9],"class_list":["post-1220","post","type-post","status-publish","format-standard","hentry","category-life-at-vfs","tag-assignment","tag-board-game","tag-dragons-burrow","tag-game-design-program","tag-game-theory-analog","tag-garneaus-forms-of-fun","tag-gregory-macmartin","tag-matheus-pitillo","tag-mustafa-dungarparwala","tag-prototype","tag-roger-caillois","tag-rules","tag-term-01","tag-vfs"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_shortlink":"https:\/\/wp.me\/p1VrXU-jG","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/posts\/1220","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/comments?post=1220"}],"version-history":[{"count":46,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/posts\/1220\/revisions"}],"predecessor-version":[{"id":1223,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/posts\/1220\/revisions\/1223"}],"wp:attachment":[{"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/media?parent=1220"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/categories?post=1220"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.matheuspitillo.com\/blog\/wp-json\/wp\/v2\/tags?post=1220"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}