Inspired by The Killer’s song Human”(Are we human, or are we dancer?)
Second Installment of Gurlz
Inspired by The Killer’s song Human”(Are we human, or are we dancer?)
Second Installment of Gurlz
Five Journey to the Truth, or 5JT3, has been a lovely experience. Here are some of the background to the fabrication and graphic design elements.
Here are some details pertaining to my physical process making the game. Enjoy!
(Ps. The text under the photo is what pertains to it)
Balancing Stats, abilities, and villains, and trying to make Gen 2 cards.
Fabricating a physical piece to regulate who goes when in the game, and also a game logo to the backs.
Coming up with ideas for making the game pieces for the initiative shield relate to the game and it’s characters more deeply…Decided on Runes after research.
Fabricating tokens/counters for health because who does math for fun?
Not I! (Actually I guess I sorta do, but I’m trying to make it noob/newb friendly)
Cranking out cards with MA scissors!
Final design with board, tokens and cards, for Dec 2016.
At December 2016 IGDA: Game Forum at NYU Game Center, to get some advice and feedback on the game.
It’s been a fun year guys! Can’t believe this is only the third month or so. Can’t wait to keep working on this. ^_^
Final thoughts concerning the catalyst for my game, Major Studio 1. This class helped me come up with the idea for “Five: Journey to the Truth,” which was originally just “Five,” and so here are my final thoughts as I leave the class.
For more information on the specifics, I will be creating a separate tab on my website showcasing this particular project in its entirety. Thank you for your support. And if you know nothing about my motivations.
*Special thanks to Aya Karpinska, Parsons School of Design advisor.
So, this week I worked on changing the look and feel of my game. While the art is not likely to make it to the commercial version, it is important for easy playability to have a cleaner version.
So far here are the iterations. This is going to be the final version for my class, but is only the fourth generation of changes since original concept. Fun right?
Five person female team, Orc Women, Space
2nd Gen Card Back
4th Gen Back
If you’ll notice, each girl now has a symbol on the back of her card. These touches are not merely decorative. They are used as physical pieces on the board to determine initiative after rolling (aka, who goes in what order during a conflict.)
In addition, each Rune (which is an actual Norse rune) correlates to the character, and has a meaning that speaks more about who they are, and what they stand for/suffer from. (As this game is still a social commentary)
My issue with the board was functionality. At first it was intended to be a proximity board. Your character can only move on squares that share their color. Then it became more of a map in 2nd Gen, which pointed out level of difficulty in the world as opposed to functioning in any way, finally I came to the last iteration, which basically made the board useful as a dungeon devise.
(Players can only move on the square that corresponds to their planet)
(A map of the level of difficulty with players seeking to make it back to the Green planet of Rica from the Red planet of Raa.
4th Gen: Full completed board
-On-boarding for Reconnaissance, Dungeon Paths, Final Boss Lair.
-Runes for turn based encounter markers, tokens for health counters
And you can also see that the story booklet and game documentation got an upgrade. We now have a lovely “Five!” Crest, which I collaborated with Anthony Kellaher to design.
(Since the planets are intended to be hidden, thus making the terra or world selection a bit more exciting. (Unless you wanna cheat and just pick the world you know to be easiest or hardest.)
Sensua the Succubus (1st villain of Maru, Boss in “The Cycle”)
“Five!: Journey to the Truth” Poster
So there you have it folks! That game is looking up! My next iteration is perfect the art using a custom style, and start extending the other worlds of the Sult Galaxy.
(Art by Angie Guevara)
My next mission is to redesign the cards with more stylistic art that matches the overall feel of the game, but still harkens to the essence of what I found when doing my precedents and working with the original art of the characters. (That was prefabricated for noncommercial use).
For this week, I focused on the aesthetic aspect of the board game. In this instance it’s just the look of the game, and kicking around a few concepts. Just to remind you, I want to make a board game that allows us to dispel some of the more popular stereotypes surrounding Black women.
No idea what I’m talking about? Check this first.
How you ask? Well obviously the answer is…
These two board games are highly successful precedents that I’ll be using to organize my thoughts and how I want game play to be. For now, i wanted to get an idea of how to work through this.
Well, in order to make the concept subtle, I decided that the main characters would be Orc women from the vessel “Five.”
(There are only four I know, but I was kicking around ideas)
The Five is named such because it can only accommodate five passengers. When the women of the Five leave a planet, they can take no refugees, offer no sanctuary, and no positions. Whatever issues take place on that planet must be resolved then and there.
In addition, each girl is a representative of her planet and they all work together as and intergalactic taskforce for the Galaxy of Sult.
Each has different abilities, and a different outlook based on where they came from.
The colors indicate the planets each character originates from.
I initially created a board that color coated each character in their role and the goal was that you roll a dice on the board and if you land on your color, you can perform an action. It was intended that all characters could equally move around because I wanted to create some frustration to reinforce the limited mobility Black women feel in these caricatures.
However, I later revised. I want it to be a bit deeper than that.
So I introduced the three cards.
Instead of a movement style game, I decided I want the players to be able to choose the Boss, Environment, and a Story accompanying each action. I was inspired by Sentinels of Multiverse and how every bands together to defeat a great evil.
At the beginning of the game, the players roll to decide who selects their character first.
THEN. That same player selects a Terra card, which lets you know which planet the adventure will take place. Then there is a story card that will explain how you ended up in that situation. And then you will select the boss card corresponding to that planet to tell you who the big baddy is.
In order to do this, that meant I needed to create some BADASS characters, that compliment each other.
So since this is still aesthetic, here are the concepts for my characters.
The art used is not mine, and was obtained through DeviantArt, Pinterest, and Google Images.Trying to pin down an exact artist has been a bit of challenge, but some of the art is signed, so I will leave it as be. This is after all for a class and not intended for monetary gain. Yet. Should it prove to be lucrative I will find an artist and commission new images. Until then?
THIS IS THE TEAM
Here are their abilities as of late, and their attributes. Keep in mind each is supposed to have a subtle commentary.
Sabwa can charge through anything, but it harms her internally in the long run because losing HP is nothing, losing your attack power permanently? Not a small sacrifice.
Mam can’t attack directly. She can only do it underhandedly through poisoning or help others.
Welf can only suck the health out of the system and in best case direct all the attacks toward herself.
Sapphire can only attack and has no defense capabilities. She’s just an angry missile.
Jez uses her sexuality to make others fight her battles.
Starting to get my drift?
After forming the characters up a bit more, I updated the board.
Sample Set Up:
So now you can see the corresponding planet, but I’m still thinking about how to actually make the board more than pretty. What is it useful for?
I’ll be working on that.
I am currently embarking on an 8-week journey to create a project that speaks to both my experience, and my design sensibility. With this is in mind I was inspired by my favorite pass-time,
Specifically, I became super interested in the newest hero, “Ironheart,” who in the Marvel Invincible Iron Man latest installment is supposed to replace Tony Stark with Riri Williams, an African-American, female, super genius. Here are some of the first drawings of her.
These are pretty cool, until you take into account that she’s supposed to be a FIFTEEN YEAR OLD GIRL. These pictures are not appropriate for a character that is a child. They are sexy, and many fans including myself had a problem with it. While the sexualization of female heroes has always been a problem in comics in general, the real issue I have is that this echoes a deep inability for the general public to understand Black women. There appears to be a disconnect with what a Black woman really is. Is she an overweight sassy encouragement with endless advice that saves all the dumb young people around her? Is she a sexy siren that only a true man can satisfy, furthering the idea that a man can prove his worth by satisfying a SISTA? Is she a loud, angry, nag that emasculates the men around her?
It’s hard to decide with the media, and in instances that are intended to dispel these myths, i.e. the super intelligent 15 year old Riri Williams, you still see some of the stereotypes bleed through.
However, because Riri is a CHILD, it is lucky that the populace as a while rejected this, and the newer images are more appropriate.
However, we then see that her hair texture has been loosened and her skin has been lightened, which is a a shame considering her character’s look is based off of the Disney channel actress, Skai Jackson.
Even before the she was redrawn, when people discussed possibilities for her casting, these were some of the prominent fantasy picks.
Oy vey. Why is it so impossible to have a dark skinned black girl who looks like a GIRL, be a super genius? Why can these things not coexist? Why does something have to give in order to make the idea somehow palatable.
It is these things that bleed over that makes me realize that despite the strides we as a people have made to overcome stereotypes, we still have a far way to go, which is why I want to create my game.
Originally I had planned to make a digital game, but I have a time restraint of 8 weeks to make everything happen. So the first stage of my work is research, so that I can better understand how to convey my ideas.
SO, HERE IS A LITTLE HISTORY.
Over the next few weeks I will be exploring these concepts more and how to make it into a game that is subtle, but powerful.
Wish me luck!