Final Character Redesign!

The Five have been redesigned by the talented Angie Guevara.

I’m excited to reveal my newly designed characters!

cards 2017

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Sabwa of Holt: The Zealot

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Jez of Maru: The Arcana

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Mam of Gashia: The Obeah

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Sapphire of Raa: The Beserker

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Welf of Rica: The Radical

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Redesigned Villains coming soon!

 

 

 

 

 

 

5JT3: Fabrication

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)

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Balancing Stats, abilities, and villains,  and trying to make Gen 2 cards.

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Fabricating a physical piece to regulate who goes when in the game, and also a game logo to the backs.

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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?

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Not I! (Actually I guess I sorta do, but I’m trying to make it noob/newb friendly)

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Cranking out cards with MA scissors!

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Final design with board, tokens and cards, for Dec 2016.

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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. ^_^

Five! Feedback

 

This is some feedback I got from my board game in production, “Five: Journey to the Truth!” It is a 3-5 player cooperative board game (players vs. the board) and has a great commentary underneath it. However, I wanted to know how people who played enjoyed it as a game, so here is some feedback I recorded.

Off to beg the people for playtesting! (If you’re in NYC give me a holler hoho)

 

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There was a lot of feedback and constructive criticism that wasn’t featured here.

*Special Thanks to all my Playtesters!*

Final Thoughts: Major Studio 1

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. Screen Shot 2016-12-16 at 12.06.00 AM.pngScreen Shot 2016-12-16 at 12.06.13 AM.png

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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.

CLICK HERE^_^!

*Special thanks to Aya Karpinska, Parsons School of Design advisor.

2016

Redesigned: Board, Cards, Look & Feel

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?

CONCEPT: Character Cards

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CONCEPT ART: Ideation

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First Gen

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2nd Gen

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2nd Gen Card Back

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4th Gen

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4th Gen Back

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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)

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PLAYER BOARD:

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.

First Gen

(Players can only move on the square that corresponds to their planet)

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2nd Gen

(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.

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4th Gen: Full completed board

-On-boarding for Reconnaissance, Dungeon Paths, Final Boss Lair.

-Runes for turn based encounter markers, tokens for health counters

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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.

INITIAL SKETCHES

THE CREST:

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Terra Cards

1st Gen

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Planets Back

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(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.)

*******

VILLAINS

Sensua the Succubus (1st villain of Maru, Boss in “The Cycle”)

and Minions

Gen 1

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Gen 3

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Gen 1

“Five!: Journey to the Truth” Poster

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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.

UPDATING THE ART, CURRENT SKETCHES:

(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).

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Update 3/13/2017

Five: Board Game-Week 3

For this week, I focused on the game play.

To keep it simpler this week, I included a slideshow of what I’ve been working on.

This week I play tested: “Five,” which I am thinking of renaming “Five: Journey of Truth,” with a living breathing audience.

And guess what? It was playable! Hot diggity!

While I have a lot of work to do, a party of five could get through the easiest level within one hour. I play tested three rounds, and got a good set of feedback and video which I will be converting into a small movie about the experience for my documentation.

For now, I’ll fill you in on some of the changes.

A. I inserted the stats of the characters on the backs of the cards, and conceived a boss and minions that were formidable and related to the first world I put the players in, “The World of Maru,” the homeworld of the Character, Jez.

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B. I split the game into three parts: Prologue, Dungeon, Boss. I also recorded how everything works, How to Play, How the Players use their abilities, etc, in some cohesive Game Documentation.

 

C. I made the board useful by making it applicable to the dungeon level. You have to choose a path and battle monsters if you are unsuccessful rolling for a sneak on the tiles.

D. I changed the Story Cards into a Story Booklet, very much like a D&D adventure module except more directed towards understanding the world and the characters. I did this with choices but kept the choices limited to two per encounter. (I sacrificed choice in order to keep the game to about an hour instead of it being a straight up 6 hour campaign with noobs. And the last thing you want is for anyone to feel like a game is above them.)

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E. I figured out the fighting mechanics. Enemies have initiative (aka they always attack first…for now), and then the team will retaliate as a whole, each rolling for above a 3 in order to activate their attack. Some of this led to triumph. Some of it led to very very sad 12 year old boys. Que Sera, sera.

Prototype 3 from Sydney Adams

I’ll add the edited footage later, but for now I’m going to be focusing on tightening up those game mechanics, balancing characters that are UNBALANCED. (Welf got up to 100 HP at one point and Jez is the most likely to die on her own planet where she is supposed to have the advantage. And Mam is a powerhouse, she didn’t drop below 40HP once!)
Want to check out the story I told? I’ll be incorporating the storylines as things that can be read for enjoyment into the main fold. But first I must edit that video and CULL the fat off the fluffy bits and give everything more reason.
In my desire to make the game easy to understand and quick, I took out a bit of the storytelling and did a lot of…TELLING. So I need to fix that. But in its final form, I’m hoping that it can be played with OR without a “Narrator” aka a DM.
And if you have started the journey late, get the story behind why I’m doing what I’m doing! (Other than a love of games)
-La’ers

Five: Board Game-Week 2

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…

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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.

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Well, in order to make the concept subtle, I decided that the main characters would be Orc women from the vessel “Five.”

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(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.

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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.

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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

 

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Here are their abilities as of late, and their attributes. Keep in mind each is supposed to have a subtle commentary.

Examples:

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.

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Sample Set Up:

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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.

-Tata!