Title: STICK NINJA
1STICK NINJA
- IAT 410 E100
- Cody Sawatsky (Project Lead)
- Ruby Chang Suen Ting Leon Tang Erica
Wong Kenson Wang Simon Lee
2Before introducing paper prototype
Game Objects - The Stick Ninja Himself - An
Inhabitant in every level - An object to defeat
every Inhabitant
3Paper Prototype
- Game Objects
- - Stick Ninja Random characters weapons
- - 4 Enemies Random matches
- 1 Boss Random match with 2 bonus
- Red dice and White Dice
4Before getting into rules
Lets a take a look of our paper prototype
5Paper Prototype Overview
6Paper Prototype Player (you)
7Paper Prototype Players Health
Red Dice
White Dice
8Paper Prototype Enemies (4)
9Paper Prototype Enemy (Boss)
10Paper Prototype Quick Rules
- Red Dice Player White Dice Enemy
- Player may only reveal enemys weapon once
enemys chosen - Player cannot change character once enemys
weapon is revealed - However, player may change own weapon
- Players character bonus ALWAYS applies
- Players weapon bonus only applies when
- Sharp weapons vs. physical Type
- Blunt weapons vs. Ethereal Type
- Player may obtain Weapon and Character once
defeat an enemy - Tie throw dice until one defeats another
- Enemy Boss gets a 2 bonus whatsoever!
- Add Players bonuses AND Opponents!
11Playtest Video
12Playtest Evaluation
- 1. Setup
- Number of sessions 3
- Number of participants 1 participant for each
session - Lab location setup prototype on table with
game rules provided - 2. Users
- Who? Age? Socio-economic status? Occupation?
- Jiyoung Yook, 21, Student
- Brain Kim, 23, Student
- William Ho, 22, Student
- 3. Procedure
- What we did asked the users to read game rules
and follow the instructions - What we told them we did not say anything other
than how to add up the attack points - How we introduced the game No introduction, only
had them to read the instructions and game rules
134. Observation notes what did they
say? Throughout the game testing session, the
users seem to be confused about the attack
points. The users did not seem to know how to add
up the attack points correctly due to the
different attributes that the weapons on
different characters. However, as they continued
on, they were able to better understand and
fully grasp the idea. In addition, they began to
know when to change the characters and weapons to
increase their attack points when facing
different enemies. 5. Reflection what did you
learn through this session? What conclusions can
you make? From our feedback, we learned that we
have a very successful combat model that will be
simplified greatly when it is finally digitized
and less apparent to the user. We also learned
that the complexity is enough to make the combat
non-trivial, but simple enough to learn in a few
minutes. From the results of our prototyping
session, we can see that we have a solid
combat/gameplay model that we can progress
forward with confidently into the next stages of
our game development.
14Any questions, comments?
Thank you!