Iterative Design - PowerPoint PPT Presentation

About This Presentation
Title:

Iterative Design

Description:

Character Management. A player had to create a pilot and pick a 'Mobile Suit' from a list of pre-determined archetypes, each with their own strengths and weaknesses. ... – PowerPoint PPT presentation

Number of Views:102
Avg rating:3.0/5.0
Slides: 14
Provided by: tabin
Category:

less

Transcript and Presenter's Notes

Title: Iterative Design


1
Iterative Design
  • A Look At The Design and Structure of

Gundam Wing Rebirth An Internet RPG
A presentation for CSE 197Game Design
Tabin AhmadMarch 13, 2007
2
Background
  • An Internet Based Role-Playing Game
  • Similar Mechanics to Tabletop RPGs
  • Operated Across Message Boards, Chat Rooms and a
    Central Webpage
  • Founded in 1998 by Robert Hebert
  • Passed on to me in 1999
  • Game progressively grew until 2001
  • First major overhaul attempted at end of 2001
  • Concurrent development of new system at end of
    2003 Rebirth is retired after this

3
Background
  • Gundam Zero development began in February of 2005
  • System was rapidly developed with a new vision
    and new plan until August of 2005
  • System Development was halted pending new
    planning and setting due to legal issues and lack
    of staffing
  • System is currently in limbo. (Update System is
    no longer in development)
  • Released under Creative Commons

4
The Game
  • Game consisted of 3 separate yet inter-related
    parts.
  • Character Management
  • PvP Combat
  • Mission Write-ups
  • The game was very simple, involving no dice,
    spinners, etc. All calculations could be done
    quickly by hand or with a 4-function calculator.

5
Character Management
  • A player had to create a pilot and pick a Mobile
    Suit from a list of pre-determined archetypes,
    each with their own strengths and weaknesses.
  • A player had to create a persona within the game
  • This creative leeway provided the random chance
    and X-factor within the game
  • Organizations and alliances were formed by
    players of like-minded characters

6
PvP Combat
  • Mobile Suits were assigned stats in the following
    categories
  • Hit Points, Long-Range, Short-Range, Defense,
    Speed, Reaction Time. (HP, LR, SR, DE, SP, RT)
  • Players each possessed different weapons which
    provided bonuses and special effects to their
    attacks. All attacks were resolved with this
    simple formula
  • Damage Attack Base Weapon Bonus Opponents
    Defense

7
PvP Combat
  • Combat is Turn-based
  • During a players turn, they can choose to
    either Move, Attack, Full Defense, Do Nothing
  • When a player moves, they can move to SR or LR,
    this determines the attack base used
  • When a player attacks, the defending player
    chooses to either dodge the attack or take the
    damage
  • A full defense gives the player a bonus when
    defending against the next attack against them.

8
Mission Write-Ups
  • A Briefing is posted on the message board
  • Contains a synopsis of the mission, difficulty
    and approximate reward
  • Any player can accept a mission, but they can
    only have one mission at a time. The deadline
    timer begins from the time they accept the
    mission.
  • Player must write a story about how they
    completed the mission.
  • The mission is graded based on creativity,
    faithfulness to the series, and style and clarity
    of writing. The grade determines the amount of
    the reward to the player.

9
WebPages
  • Show
  • http//www.geocities.com/axman5k
  • http//www.geocities.com/nmz2k
  • http//www.geocities.com/gwrebirth/oldish/rules.ht
    ml
  • http//www.gundamzero.net

10
Iterative Design
  • The game saw progressive growth through the years
    of 1999 to 2001 where the game was being tweaked
    and reworked while playing the game.
  • This constant rebuilding and testing is iterative
    design in the purest form.

11
Failures
  • After 2001, system overhauls were executed with a
    top down approach. Only 2 or 3 people were
    involved in designing the system, and there was
    minimal testing until a majority of the systems
    were completed.
  • The systems ended up to be overly complex,
    tedious to work with, or were just not fun to
    play in.

12
Game Design Project Tips
  • Have more than one idea
  • Test and analyze ideas early
  • An idea is only a failure if nothing is learned
    and applied to future attempts
  • Use the concepts from class, they are very
    helpful
  • START SOONER rather than later
  • Know your tools

13
Failures
  • After 2001, system overhauls were executed with a
    top down approach. Only 2 or 3 people were
    involved in designing the system, and there was
    minimal testing until a majority of the systems
    were completed.
  • The systems ended up to be overly complex,
    tedious to work with, or were just not fun to
    play in.
Write a Comment
User Comments (0)
About PowerShow.com