tag:blogger.com,1999:blog-41291143056163754292024-03-13T09:02:27.741-07:00dauncoartSony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.comBlogger14125tag:blogger.com,1999:blog-4129114305616375429.post-85343904436445469232013-12-11T00:04:00.004-08:002013-12-11T00:04:36.907-08:00My Personal Process of Game DevelopmentWhile I love playing games and analyzing the decisions developers might have made when developing games, I myself do enjoy attempting to develop games. The truth behind it is that no matter how much I love a certain game, it will never be perfect for me. There are certain features I wish could be different, more refined, or approached differently. In the end, I still appreciate the games I play. I do understand that developers are not making games for my 100% pleasure. My endeavors on developing games come from the sole motivation that I wish to create a game that is perfect for me, that is to say not that it always favors me, but the design structure makes sense to me and offers the most entertainment I could pull from it.<br />
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I know of a few games that include many features that I find most ideal, but the way it approaches some of these is not exactly how I would like them to be. One of these games is <i>Crusader Kings II. Crusader Kings II</i> heavily explores the medieval feudal structure and dynastic dynamics. These two core features already drove me to love the game. However, there are certain ways I dislike about the game, such as how warfare is handled and a lack of <i>jure uxoris</i>.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibCHD4M_66RB-_dxsnvbJGAqyhZrm9mwIt0Hq8jqfeAoOtomhFrhHbQeXKF_SfZGXnhuYbqLPY0jld80I4EpKhIGUdYqKGAbE7raF72NXqyRE5LI51YTp0JunkbaPxDxluUwlTVm_WlJyE/s1600/CrusaderKings2_final_0.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="123" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEibCHD4M_66RB-_dxsnvbJGAqyhZrm9mwIt0Hq8jqfeAoOtomhFrhHbQeXKF_SfZGXnhuYbqLPY0jld80I4EpKhIGUdYqKGAbE7raF72NXqyRE5LI51YTp0JunkbaPxDxluUwlTVm_WlJyE/s320/CrusaderKings2_final_0.png" width="320" /></a></div>
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Recently I've been playing a game called <i>War of the Vikings</i>, a Third-Person Slasher which involves a lot of heavy melee combat. Players go online and are pitted against other players, like an MMORPG, only it plays more like conventional First-Person Shooters, such as the lack of emphasis of a level progression system and more on personal skill. The game is currently in its Early Access phase and should include player customization, which allows you to alter equipment and personal perks, almost like RPGs. However, there are some things I disagree with, such as the general animation where actual combat looks clunky when you're viewing it as a spectator.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVXkkoRu7CG4UtbbeNDHYNlcS4PX-Pd8T_ham9KHSq36Vbmeh_yDfqZEp4VOFW2d4qIBS0LHRSSwRqMrIl92NnIYuseYLMHA9DV0Tr2DWOuOWUScORCEehckbs9gufgSI0AsolVigG-kIk/s1600/war-of-the-vikings.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="179" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjVXkkoRu7CG4UtbbeNDHYNlcS4PX-Pd8T_ham9KHSq36Vbmeh_yDfqZEp4VOFW2d4qIBS0LHRSSwRqMrIl92NnIYuseYLMHA9DV0Tr2DWOuOWUScORCEehckbs9gufgSI0AsolVigG-kIk/s320/war-of-the-vikings.jpg" width="320" /></a></div>
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Back when I played MMORPGs, I use to play this game called <i>Vindictus</i>. It was a heavy action based game that too relied on personal skill, more than character stats and properties. Another thing I liked about the game is this particular "loadout" system, where before you enter a dungeon, you must be sure to organize what sort of limited equipment you are taking in, because you will not be able to pull random equipment like in most RPGs. However, the game was highly restrictive in terms of character customization, classes were restricted to certain genders and races, and I was never a fan of Baroque-esque fashion.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDJX7nKkvRufB6qUNX61a1PLNbuS6I8-r23G64IUUEskTaX7m9w06wjIAxLL5Qzz4MgvlyAesZp6hkPZ7bkL3pTtuhb5KVvsW92e09Q98DXeEq_M7dzGAs8TjUDUqA6_UGInCjKjJyfjI5/s1600/vindictus.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhDJX7nKkvRufB6qUNX61a1PLNbuS6I8-r23G64IUUEskTaX7m9w06wjIAxLL5Qzz4MgvlyAesZp6hkPZ7bkL3pTtuhb5KVvsW92e09Q98DXeEq_M7dzGAs8TjUDUqA6_UGInCjKjJyfjI5/s200/vindictus.png" width="198" /></a></div>
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To be honest, I know there are limitations to the practical side of game development. I understand that I cannot smash everything I like into one game, such as taking the property, title, and dynastic management from <i>Crusader Kings II</i>, yet including a free roaming experience where you can conduct melee combat like that in <i>War of the Vikings</i> and <i>Vindictus</i>. That is too crazy and has too many features. I'd rather stick to one concept and build upon that.</div>
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The current game I am developing is a pen & paper RPG. MDA Framework states that developers tend to develop games by starting with the mechanics, while players are drawn into games by their aesthetics. When I sat down to brainstorm a game project, I only listed aesthetics, certain features or attitudes I would like to see in the game. And from that route, I go down to dynamics and then mechanics.</div>
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I started with aesthetics simply because, as a player, I look for games that appeal to me. So first I am thinking about what sort of appeals do I want from this game? I wanted intense, tactical combat, character customization, and a way to portray the game like a "shounen" genre (shounen is a common genre in Japanese anime and manga that usually deals with action and other elements). There are plenty of games out there that already deal with tactical combat and character customization. It is the shounen aesthetic that I think will make it original, but even then I like to approach different ways the intense, tactical combat can be rendered.</div>
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After understanding the aesthetics I wanted, I made a list of features within the game, those are the dynamics. I believed starting with the combat aspect was vital, since character statistics will derive from that, and hence character customization. I needed numbers that can portray a character, and what sort of combat statistics will be used. At first I played around with the idea of <i>Mutants & Masterminds</i>, which doesn't use the conventional hit-points system. Instead, when a character is damaged, that character must roll to protect himself from harm. Failing to do so will result in consequences or incapacitation. Sometimes the character will roll high enough to suffer no consequences, but whenever a consequences is earned, a penalty to further rolls to protect oneself is added. Then I thought that was too complicated for the average player, maybe. I rather liked the conventional hit-points system anyway, so I stuck with that.</div>
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One thing that I utterly hated in <i>Dungeons & Dragons</i> is the union of a character's ability to dodge attacks and resist damage. I always preferred a separation of the two. This also, to an extent, means that a character's ability to hit a target and to damage are also combined. Personally, I always thought it was stupid. So I created the four basic offensive and defensive combat statistics for characters: <i>Attack</i> which measures how well a character can land a hit on a target, <i>Damage</i> which measures how much HP is deducted from the target if the character is hit. For the defensive statistics, there are <i>Defense</i> which measures how well a character can avoid being hit, and <i>Protection</i> which measures how much <i>damage</i> is reduced.</div>
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Then I moved down to how these statistics are actually resolved. This is the core mechanic. I'm actually proud with what I came up with, I found it to work solidly after many tests. But first I started with three six-sided dice. You roll the dice and added up the results, and add your attack or defense to the result. After many iterations and inspiration from a certain online game called <i>Card Hunter</i>, I began using the d6 pool system. In the pool system, you roll one d6 for every point you have in an ability, and every die that rolls 4 or higher counts as a success. As I refined the pool system, I found that it was hard to find a way to not crowd the table with dice. However, after doing a little bit of research, I discovered that a certain game, that I never played but am familiar with called <i>Shadowrun</i>, uses plenty of dice on the table. I then thought it shouldn't be a problem so I stuck with the dice pool system.</div>
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I came up with different features the tactical combat can have, such as how flanking works, combat stances that gives you certain advantages and disadvantages, deciding on whether to use a grid, hexgrid, or no grid, etc. Even equipment will have properties, such as blunt, cutting, and crushing damage, which all should have different results when damaging a character. I wanted all of these features to force players to think about participating in combat, but at the same time I know I don't want too many features that make the game overcomplicated. I don't even see this as a compromise, because my ideal and perfect game shouldn't be overcomplicated.</div>
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After understanding the different features and statistics involved in combat, I felt I was comfortable with creating a template for character creation, and what sort of vital statistics were important for characters. But how those statistics were derived was the question. Most games have characters that have something called <i>base abilities</i>. Base abilities represents the core stats of characters that are involved in everything a character does. I knew I wanted the base abilities to represent the basic bodily abilities of a character, such as their physical strengths and mental natures. If there was one thing I hated from <i>Dungeons & Dragons</i>, it was the ability dexterity. I hated dexterity because it covered almost everything: Manual coordination, physical agility, and general skill for anything that involves using your body or hands. Instead I decided to have dexterity be more of a "skill", which I will get into later.</div>
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Early on, I settled on a trend number. This number will go on to be embedded in the rest of the game mechanics. I did this because I was sort of tailoring this game to fit a certain fantasy world I created for another game that I am still currently running. That number is 6. Six-sided dice, six-sided hex grids. And so I wanted 6 base abilities. Those abilities would be: Might, Vitality, Learning, Cunning, Attunement, and Resolve. 2 physical abilities, 2 mental abilities, and 2 abilities that practically represent the temperament of the character. All 6 of these abilities are, ideally, things that are not learned by naturally developed.</div>
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There are other features I'd like to talk about, but I want to go over the shounen mechanics. I had to do a little research on the common trends of shounen stories. One thing I noticed is the sliding scale of optimism and cynicism. Heroes tend to be over optimistic, always sticking to their beliefs, and believing that fighting for what you believe them will grant you victory. But heroes also want to be known, to be famous, to be the best there ever is, hence why they train a lot. I borrowed a mechanic from <i>Crusader Kings II</i>, a mechanic which measures a characters piety and prestige. A character's piety will represent how well a character sticks to his believes, and they can use points of piety to enhance their rolls. A character's prestige represents how famous they are, and they can use points to influence other characters. I believe this one mechanic is the best way to represent the shounen genre. It's more of a little element, which doesn't make the game anymore shounen than it is not however.</div>
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That's all I have to share about my current progress. I can go into more detail about what I have and how things worked, but this post was only meant to describe my thought process and why certain features were added, not explain how they work.</div>
Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-57513604296068793942013-12-05T22:23:00.001-08:002013-12-05T22:23:35.243-08:00MDA Framework of Game DesignThe MDA Framework is a proposed concept of game design and game experience. MDA is broken into three parts, that is Mechanic, Dynamic, and Aesthetic. The Mechanic represents the established rules within the game, Dynamic is how the rules interact with each other, and Aesthetics is the type of appeal the game is given as a result of its Dynamic.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEie_1134j0mv5-f0-sPCkGF-1B7y1Z-nx9ro6j_ZL2_WRI9KyYIt-v4wWE_3xbjXHJRuzEpuvJq8yOn9_sQI4ipBBcjUikkG1nFk6SPzcctIJu23Y1ix3yNVLdTXR-LbD0CHVNPSSMGaiTK/s1600/mda_diagram-thumb-300x208-973.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEie_1134j0mv5-f0-sPCkGF-1B7y1Z-nx9ro6j_ZL2_WRI9KyYIt-v4wWE_3xbjXHJRuzEpuvJq8yOn9_sQI4ipBBcjUikkG1nFk6SPzcctIJu23Y1ix3yNVLdTXR-LbD0CHVNPSSMGaiTK/s1600/mda_diagram-thumb-300x208-973.jpg" /></a></div>
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<span style="font-size: x-small;">MDA Framework explained visually.</span></div>
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There is apparently a disconnect between Player and Developer, as the two categories look at games with different approaches. For Players, they see the Aesthetics first, which is what introduces them to the game, in which they then experience the Dynamics and Mechanics. However, for a Developer, they approach a game on the opposite approach.<br />
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As an aspiring game developer myself, I actually find myself looking at the Aesthetics end first, but I think that may have to do with the fact that I am an unexperienced game designer. I first think about what kind of game I would like to play, but then I skip past Dynamic and into the Mechanic, where I attempt to come up with Mechanic that would eventually lead to the Dynamic, and thus link back to the Aesthetic.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcfQPEhLrMv3oJhyphenhyphenhz_wp1bXxUouk_gJ4Kq240oFrpOENb58w3tWmrGmbT5vxL525s4g4PUJiPwIPjZUViBI334uRCfj8vfCzRODuxes2R74O_LAaLXnShJyxPf1zEwuj5dOIn_TJTYBK9/s1600/ck2_1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhcfQPEhLrMv3oJhyphenhyphenhz_wp1bXxUouk_gJ4Kq240oFrpOENb58w3tWmrGmbT5vxL525s4g4PUJiPwIPjZUViBI334uRCfj8vfCzRODuxes2R74O_LAaLXnShJyxPf1zEwuj5dOIn_TJTYBK9/s320/ck2_1.png" width="227" /></a></div>
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<span style="font-size: x-small;">CK2's Aesthetics pleases me so much that I attempt to break </span></div>
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Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-43017678733147940322013-11-17T21:14:00.000-08:002014-03-15T18:50:04.887-07:00Daily One Hour Studies 13/11/11 to 13/11/16<div class="separator" style="clear: both; text-align: left;">
So this week's topic is my College Campus. Lately I've been stressing out over getting 7 paintings done a week, but due to time constraints, I have to skip a day or two every week. So, as a very Catholic Atheist, I think I'm going to issue a mandate where I must rest on Sunday. Or rather, get 6 paintings done a week instead of 7, using Sunday as my back up day for that one day I miss a painting.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWRXCQBbCb442N7fMgwdE7An4A1L35kedJBbno2wKTtla9w6fgQhGFsjbTXCETC434LbO8SUch6x8z4aSwB7OpDfgOSBwJSoSAFSQ-HCBFPBwC9KPXJ76xGeF68-Sx7684AGZivOpwrmXh/s1600/131111_sjsueventcenter.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWRXCQBbCb442N7fMgwdE7An4A1L35kedJBbno2wKTtla9w6fgQhGFsjbTXCETC434LbO8SUch6x8z4aSwB7OpDfgOSBwJSoSAFSQ-HCBFPBwC9KPXJ76xGeF68-Sx7684AGZivOpwrmXh/s320/131111_sjsueventcenter.jpg" height="248" width="320" /></a></div>
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<span style="font-size: x-small;">November 11th, 2013: SJSU Event Center</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwAkWOS3n6xAcsaKavX-QPHKH1j9U42OPVCCtmG87k4WMusSVFWuZUhIfficyazyM0yBaAVe_WkNQuF6WI4kGdncXqWtJKsxz6YtEhcruUCn1zHILxVHmx33V4RGj5SISNBiUpUMSdBr_8/s1600/131112_sjsumusic.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgwAkWOS3n6xAcsaKavX-QPHKH1j9U42OPVCCtmG87k4WMusSVFWuZUhIfficyazyM0yBaAVe_WkNQuF6WI4kGdncXqWtJKsxz6YtEhcruUCn1zHILxVHmx33V4RGj5SISNBiUpUMSdBr_8/s320/131112_sjsumusic.jpg" height="244" width="320" /></a></div>
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<span style="font-size: x-small;">November 12th, 2013: SJSU Music Building</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyzjbT4usTQCe4RnoSU2NvzW8GIybu3PQYRoAuVc8h6U0Y7jLT3vZ_5CeoCdAp0gqC2Wff__wLYo1TQh_3Fe0iXpL8l9ecBi4BR2FRjGEsWDgYdnOcADrnPeHE7MmhToZtXnLV19RTMTe0/s1600/131113_sjsutowerhall.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyzjbT4usTQCe4RnoSU2NvzW8GIybu3PQYRoAuVc8h6U0Y7jLT3vZ_5CeoCdAp0gqC2Wff__wLYo1TQh_3Fe0iXpL8l9ecBi4BR2FRjGEsWDgYdnOcADrnPeHE7MmhToZtXnLV19RTMTe0/s320/131113_sjsutowerhall.jpg" height="226" width="320" /></a></div>
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<span style="font-size: x-small;">November 11th, 2013: SJSU Tower Hall</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSB5fcTe2fho5p9_Zus_EENh-XOWZ44BARPyX5n0hiUrTdgeBaAtuVIpbiEYRVcoXnlI7KUuYUGSZLjfVTIh-NNxUv1YwFCJvVPaJH7YaAPJ3lR3fYjxZKjwOH6v5caqQWDtmnWmtgCi7Q/s1600/131114_sjsutowerhall.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjSB5fcTe2fho5p9_Zus_EENh-XOWZ44BARPyX5n0hiUrTdgeBaAtuVIpbiEYRVcoXnlI7KUuYUGSZLjfVTIh-NNxUv1YwFCJvVPaJH7YaAPJ3lR3fYjxZKjwOH6v5caqQWDtmnWmtgCi7Q/s320/131114_sjsutowerhall.jpg" height="213" width="320" /></a></div>
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<span style="font-size: x-small;">November 11th, 2013: SJSU Tower Hall</span></div>
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<span style="font-size: x-small;">November 11th, 2013: SJSU Student Union</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhisaK7qzZWM42L-9UyhmTPpBSaeWDhMj03Yigm639ptiZ7uY75tq4mz88pjCEhp4keWLGwJT6NIkGCAw3mmBEWGKBWAy6Uwu78alNWD1cOD7wGjyKZzezKJ0t_rSHZcpK59a3c-W-hRPgE/s1600/131116_sjsufountain.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhisaK7qzZWM42L-9UyhmTPpBSaeWDhMj03Yigm639ptiZ7uY75tq4mz88pjCEhp4keWLGwJT6NIkGCAw3mmBEWGKBWAy6Uwu78alNWD1cOD7wGjyKZzezKJ0t_rSHZcpK59a3c-W-hRPgE/s320/131116_sjsufountain.jpg" height="320" width="212" /></a></div>
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<span style="font-size: x-small;">November 11th, 2013: SJSU Fountain</span></div>
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Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-16887647203237444302013-11-10T16:36:00.000-08:002014-03-15T18:50:18.939-07:00Daily One Hour Studies 13/11/04 to 13/11/10This week's topic was armor studies, but not so much in depth. I was trying to find images of armor throughout the middle ages, from the 11th century to the 15th century.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2sotQA06SnkYsyDvIxiMI7ny1-bam8Ma4JRBvrRRdPL2LJaYTXJU5CzAU6uQHUsBR6OX1Z0r5Urt56d1-Mfefp9TfrokTx_RfkpCpxF_PCI5kkDKDuBCV0wJ2plbPYso_wxgvjGF48pg-/s1600/131104_gothicknight.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh2sotQA06SnkYsyDvIxiMI7ny1-bam8Ma4JRBvrRRdPL2LJaYTXJU5CzAU6uQHUsBR6OX1Z0r5Urt56d1-Mfefp9TfrokTx_RfkpCpxF_PCI5kkDKDuBCV0wJ2plbPYso_wxgvjGF48pg-/s320/131104_gothicknight.jpg" height="320" width="194" /></a></div>
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<span style="font-size: x-small;">November 4th, 2013: Gothic Knight</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjuHPf-pYtbEB-9OJ4U37Teq59NrCY4tth9FaNN1Ssgy_Q7xcyPRae-53B4iy9nzALYFNjQNnx4ZUqGZzo4qgBODQy1Wv97oQ5wgTwirkLl-j23UBQ89adzhM08lMYpDdT5sYvRBeLpATJ/s1600/131105_14thcentknight.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjjuHPf-pYtbEB-9OJ4U37Teq59NrCY4tth9FaNN1Ssgy_Q7xcyPRae-53B4iy9nzALYFNjQNnx4ZUqGZzo4qgBODQy1Wv97oQ5wgTwirkLl-j23UBQ89adzhM08lMYpDdT5sYvRBeLpATJ/s320/131105_14thcentknight.jpg" height="320" width="183" /></a></div>
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<span style="font-size: x-small;">November 5th, 2013: 14th Century Knight</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijSMo_mtjM4kda2Mde7dVZWEbzKaxrx2scZWvc2cT9Axm0xDR1gc-I7hvSE3hgBLqDkgJxX3IT3comNcqG1tZ_PzL9avPhuwF759k-MeJFUB9HHmX7xcbIGwAuxTMVGWDScrhk5IjQmjHz/s1600/131106_hospitaller.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijSMo_mtjM4kda2Mde7dVZWEbzKaxrx2scZWvc2cT9Axm0xDR1gc-I7hvSE3hgBLqDkgJxX3IT3comNcqG1tZ_PzL9avPhuwF759k-MeJFUB9HHmX7xcbIGwAuxTMVGWDScrhk5IjQmjHz/s320/131106_hospitaller.jpg" height="320" width="213" /></a></div>
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<span style="font-size: x-small;">November 6th, 2013: Hospitaller</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCA5LxtmXDlm_aM_UclgTCNCpjwj-wWlVyUa_B839iii_HPrtW-4mJ-ROINQBZw0LgvzGd2pF0AymNAfINbp4S9-mLL2UzNwRCuliHhx3S5U62FCfW7-_EuiLL6sem022wejPsO9HjnCU1/s1600/131107_pollaxeknight.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCA5LxtmXDlm_aM_UclgTCNCpjwj-wWlVyUa_B839iii_HPrtW-4mJ-ROINQBZw0LgvzGd2pF0AymNAfINbp4S9-mLL2UzNwRCuliHhx3S5U62FCfW7-_EuiLL6sem022wejPsO9HjnCU1/s320/131107_pollaxeknight.jpg" height="256" width="320" /></a></div>
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<span style="font-size: x-small;">November 7th, 2013: Pollaxe Knight</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6KKUr1Ovigb0eCB9PRPQSkGH8o36dbtPvMtNsbrOpyV5I4sNc85B6sI-XEvoWuOuV1ol_jvU1TOK3uS9CRGzLyzf7qQ0QROHZrJ_kYMDdySqccEEj6FPCAve3ri05KeztsDcK6fQy0eX1/s1600/131108_italianknight.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6KKUr1Ovigb0eCB9PRPQSkGH8o36dbtPvMtNsbrOpyV5I4sNc85B6sI-XEvoWuOuV1ol_jvU1TOK3uS9CRGzLyzf7qQ0QROHZrJ_kYMDdySqccEEj6FPCAve3ri05KeztsDcK6fQy0eX1/s320/131108_italianknight.jpg" height="320" width="131" /></a></div>
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<span style="font-size: x-small;">November 8th, 2013: Italian Knight</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwlzdrnsT9dSVQi2ovGfg5BFbOnFJn1h427C_XkNaq5Uv7WWZCku3deuYVeDSHsZubHtda6IKBS5leK9Dayx5yvdg-ZBxOYoWZR8wpGv_CI3ktq6e_cPXJfU2zwuUTeY30XjjwGDsVE-QV/s1600/131109_tobiascapwell.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjwlzdrnsT9dSVQi2ovGfg5BFbOnFJn1h427C_XkNaq5Uv7WWZCku3deuYVeDSHsZubHtda6IKBS5leK9Dayx5yvdg-ZBxOYoWZR8wpGv_CI3ktq6e_cPXJfU2zwuUTeY30XjjwGDsVE-QV/s320/131109_tobiascapwell.jpg" height="320" width="155" /></a></div>
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<span style="font-size: x-small;">November 9th, 2013: Tobias Capwell</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijLjbky0UvxXZh0ER5ZN-A_HvBb0Jm0wlz0JnDmcPXKDzRKjyJ6N29MzTfoi6_5aYSukKBDlc1PEGVO1PUN-WLVhEsqG9_vIasknuV9rgbaAvbjdDzNR5TLZGsQny2arsUu3ZO41WoBpL9/s1600/131110_normanknight.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEijLjbky0UvxXZh0ER5ZN-A_HvBb0Jm0wlz0JnDmcPXKDzRKjyJ6N29MzTfoi6_5aYSukKBDlc1PEGVO1PUN-WLVhEsqG9_vIasknuV9rgbaAvbjdDzNR5TLZGsQny2arsUu3ZO41WoBpL9/s320/131110_normanknight.jpg" height="320" width="252" /></a></div>
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<span style="font-size: x-small;">November 10th, 2013: Norman Knight</span></div>
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Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-13659840047190908462013-11-03T12:40:00.000-08:002014-03-15T18:50:32.947-07:00Daily One Hour Studies 13/10/28 to 13/11/03<div class="separator" style="clear: both; text-align: justify;">
This week's topic: Armor designs from Game of Thrones I like. I realized landscapes were much easier than portraits.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfyVz9u46IOcxnkNdvfxAUr6G_G3N2cemCEti6Fb7qoEl42aAQ2ZEY9NxLJ2uffQFk9ZIheO7pSixOYoF5wSkGmT42gcVbXLmx8YM0pm_cNTQxmLGPTaUY19eMR5QrSpaBSQM5lnMbwL1H/s1600/131028_jorahmormont.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjfyVz9u46IOcxnkNdvfxAUr6G_G3N2cemCEti6Fb7qoEl42aAQ2ZEY9NxLJ2uffQFk9ZIheO7pSixOYoF5wSkGmT42gcVbXLmx8YM0pm_cNTQxmLGPTaUY19eMR5QrSpaBSQM5lnMbwL1H/s320/131028_jorahmormont.jpg" height="197" width="320" /></a></div>
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<span style="font-size: x-small;"> October 28th, 2013: Ser Jorah Mormont of Bear Island</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhepEILBLbrkHsJf3NbVKezs1eotNAUIEV80OMKxT7kK13dAbPwqRVg4PXLCUnKUHrbBWAlbMkqGvQKTK2u8_2EXWOhk0MuiCocmUw_ndK93rStXhDMpxfmdmCKxJ0q658lwukP4u_uGuWQ/s1600/131029_vardisegen.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhepEILBLbrkHsJf3NbVKezs1eotNAUIEV80OMKxT7kK13dAbPwqRVg4PXLCUnKUHrbBWAlbMkqGvQKTK2u8_2EXWOhk0MuiCocmUw_ndK93rStXhDMpxfmdmCKxJ0q658lwukP4u_uGuWQ/s320/131029_vardisegen.jpg" height="320" width="213" /></a></div>
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<span style="font-size: x-small;"> October 29th, 2013: Ser Vardis Egen</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbmdSu6-hh4fvFKCkgCYt0c19_OcfeYzh6H2Dr-52jxesrP_JunJTJx1ivbENL42MfHbOnwt9ScZe5Uba5Km6QMTH5LAGFp0Slr6jcQKr13e64wYFxCtCkP5uBmSYyHaavyWUzmnTOkc7q/s1600/131030_westerman.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjbmdSu6-hh4fvFKCkgCYt0c19_OcfeYzh6H2Dr-52jxesrP_JunJTJx1ivbENL42MfHbOnwt9ScZe5Uba5Km6QMTH5LAGFp0Slr6jcQKr13e64wYFxCtCkP5uBmSYyHaavyWUzmnTOkc7q/s320/131030_westerman.jpg" height="320" width="138" /></a></div>
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<span style="font-size: x-small;"> October 30th, 2013: Westerman Soldier</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWAithZozFMw2KMznWgPMJZZxbz42OmcrPn3JzI27rPZJ83X-IaUS8sed1vapj4FiQvpXp4mMHFCGy0grgZzr73QjGv6UlpvkwG9KxHr4o-d1rgy6Um1W9jl5fpccFvUnxypSlJnT1-P5f/s1600/131031_gregorclegane.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhWAithZozFMw2KMznWgPMJZZxbz42OmcrPn3JzI27rPZJ83X-IaUS8sed1vapj4FiQvpXp4mMHFCGy0grgZzr73QjGv6UlpvkwG9KxHr4o-d1rgy6Um1W9jl5fpccFvUnxypSlJnT1-P5f/s320/131031_gregorclegane.jpg" height="320" width="152" /></a></div>
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<span style="font-size: x-small;"> October 31st, 2013: Ser Gregor 'the Mountain' Clegane</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHnmwKrFUpdWmC-mXceJiF73lARUz56zzow6uD8Mb_3v6RZUDAdvsFLAa2PHrHZS8lQR42pquIUwvILJwScyjKq4d_Yhq0pG6wnVBsnCLCwsv5jUo5Y0lvE3Ne-HV7Hkzb4MXbID6a42Z3/s1600/131101_lorastyrell.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHnmwKrFUpdWmC-mXceJiF73lARUz56zzow6uD8Mb_3v6RZUDAdvsFLAa2PHrHZS8lQR42pquIUwvILJwScyjKq4d_Yhq0pG6wnVBsnCLCwsv5jUo5Y0lvE3Ne-HV7Hkzb4MXbID6a42Z3/s320/131101_lorastyrell.jpg" height="320" width="212" /></a></div>
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<span style="font-size: x-small;"> November 1st, 2013: Ser Loras 'the Knight of Flowers' Tyrell</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjupbHD876rXK6BmpyerAn8CGH36NMuJJubloSB23ZNiIQkjYAn3wwh0XfdsEeehptbpUdTkRs0fHWF1TVoaeUnkZsp53q7QX20xaqWqUGK2gWQIt0c4MMVtwk4lzo1wjY6Y5dpwq1UlhTe/s1600/131102_sandorclegane.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjupbHD876rXK6BmpyerAn8CGH36NMuJJubloSB23ZNiIQkjYAn3wwh0XfdsEeehptbpUdTkRs0fHWF1TVoaeUnkZsp53q7QX20xaqWqUGK2gWQIt0c4MMVtwk4lzo1wjY6Y5dpwq1UlhTe/s320/131102_sandorclegane.jpg" height="320" width="190" /></a></div>
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<span style="font-size: x-small;"> November 2nd, 2013: Ser Sandor 'the Hound' Clegane</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXZa56e5zaIlk_KVW5icQgW_5DUc2igiP1PPKr_SP5ia3Ryi1kkpVh1MvrSJ3zoMreL0YsT9CctqVPiUHiTn9Xlh3ED4noo7oB302-F-bf0tCFPFCGxMlAy-mQvzzlxBb3_5sU323ijMrC/s1600/131103_briennetarth.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjXZa56e5zaIlk_KVW5icQgW_5DUc2igiP1PPKr_SP5ia3Ryi1kkpVh1MvrSJ3zoMreL0YsT9CctqVPiUHiTn9Xlh3ED4noo7oB302-F-bf0tCFPFCGxMlAy-mQvzzlxBb3_5sU323ijMrC/s320/131103_briennetarth.jpg" height="320" width="233" /></a></div>
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<span style="font-size: x-small;"> November 3rd, 2013: Brienne 'the Beauty' of Tarth</span></div>
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Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-69107590015707960222013-10-27T22:54:00.002-07:002014-03-15T18:50:42.220-07:00Daily One Hour Studies 13/10/21 to 13/10/27<div class="" style="clear: both; text-align: justify;">
Another week of Daily One Hour Studies. At the suggestion of my mentor Owen, I decided to do less portraits and more compositions. All of these are from <i>Kingdom of Heaven</i>. One note I will mention now, is that I should do some smoke/gas studies.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjgTLgCpb-1RTBxa4GpFfpKF2veqfv_oVjswkyHoABQzLMtp-IvASDY71ktv8UACxfuDct-lMaVCztXG9VRVnqGKwg2TdTJ4YtMEUO1Z30FTNyehb7zBQBG-pgtHY0GCAQZt5RGHGMZizC/s1600/131021_siegejerusalem.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhjgTLgCpb-1RTBxa4GpFfpKF2veqfv_oVjswkyHoABQzLMtp-IvASDY71ktv8UACxfuDct-lMaVCztXG9VRVnqGKwg2TdTJ4YtMEUO1Z30FTNyehb7zBQBG-pgtHY0GCAQZt5RGHGMZizC/s320/131021_siegejerusalem.jpg" height="136" width="320" /></a></div>
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<span style="font-size: x-small;">October 21st, 2013: Siege of Jerusalem</span><br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA2Z709Y6SDdFDT1ufSGblgwhJYyJ9KNXjxgbm5con5uKaUzSRc4O_Ds36KV3YJC6z881TcDdkdnMptr_2gFoomh4OTxqAJhcHUgloePPtnb8Co253A8L6F0X2YinZD6ew6_MvcpjIXKUO/s1600/131022_assaultjerusalem.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA2Z709Y6SDdFDT1ufSGblgwhJYyJ9KNXjxgbm5con5uKaUzSRc4O_Ds36KV3YJC6z881TcDdkdnMptr_2gFoomh4OTxqAJhcHUgloePPtnb8Co253A8L6F0X2YinZD6ew6_MvcpjIXKUO/s320/131022_assaultjerusalem.jpg" height="136" width="320" /></a></div>
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<span style="font-size: x-small;">October 22nd, 2013: Siege of Jerusalem</span><br />
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<span style="font-size: x-small;">October 23rd, 2013: Messina</span></div>
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<span style="font-size: x-small;">October 24th, 2013: Battle of Kerak</span></div>
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<span style="font-size: x-small;">October 25th, 2013: Battle of Kerak</span></div>
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<span style="font-size: x-small;">October 26th, 2013: Kerak Kings</span></div>
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<span style="font-size: x-small;">October 27th, 2013: Terms</span></div>
Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-56256695079592864682013-10-20T22:49:00.001-07:002014-03-15T18:50:51.786-07:00Daily One Hour Studies 13/10/14 to 13/10/20<div class="separator" style="clear: both; text-align: justify;">
I suppose the theme this week was <i>Kingdom of Heaven</i> shots. I only wish I could make Saladin look so much better.</div>
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<span style="font-size: x-small;">October 14th, 2013: Saladin</span></div>
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<span style="font-size: x-small;">"I am not those men. I am Salahudin. Sala-hu-din!"</span></div>
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<span style="font-size: x-small;">October 15th, 2013: Tiberias</span></div>
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<span style="font-size: x-small;">"I have given Jerusalem my whole life. First, I thought we were fighting for God.</span></div>
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<span style="font-size: x-small;">Then I realized we were fighting for wealth and land. I was ashamed."</span></div>
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<span style="font-size: x-small;">October 16th, 2013: Balian</span></div>
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<span style="font-size: x-small;">"What man is a man who does not make the world better."</span></div>
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<span style="font-size: x-small;">October 17th, 2013: Baldwin IV of Jerusalem</span></div>
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<span style="font-size: x-small;">"When you stand before God, you cannot say, 'But I was told by others to do thus,'</span></div>
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<span style="font-size: x-small;">or that virtue was not convenient at the time. This will not suffice.</span><span style="font-size: x-small;">"</span></div>
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<span style="font-size: x-small;">October 18th, 2013: Hospitaller</span></div>
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<span style="font-size: x-small;">"Holiness is in the right action, and courage on</span></div>
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<span style="font-size: x-small;">behalf </span><span style="font-size: x-small;">of those who cannot defend themselves."</span></div>
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<span style="font-size: x-small;">October 19th, 2013: Imad</span></div>
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<span style="font-size: x-small;">"Your quality will be known among your enemies, before ever you meet them."</span></div>
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<span style="font-size: x-small;">October 20th, 2013: Godfrey</span></div>
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<span style="font-size: x-small;">"You are not what you were born, but what you have it in yourself to be."</span></div>
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Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-41949022558789695162013-10-20T21:02:00.000-07:002013-10-23T21:33:26.689-07:00Thoughts on a Few GamesI played some games a while ago. Let me tell you what I thought about them.<br />
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Perhaps, my favorite game I've played from the selection, was <i>Don't Shit Your Pants</i>. While the game is simple, it prides itself on one skill alone: Critical Thinking. You might wonder how a simple game can involve so much critical thinking. It involve you selecting the write phrase to proceed trough the game. The game will punish you (and amuse you) for choosing the wrong words.<br />
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<i>This Is the Only Level</i> is another favorite of mine. The key ingredient in making this game is derivative design, where the same level has one feature changed just to make it a bit different, yet so challenging. I don't know how many derivations there are in the only level, but the game is quite addicting.<br />
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<i>Canabalt</i> was also a simple game, yet challenging. The only thing a player must do is hit one button, the jump button. However, it is a matter of timing. I suppose the key feature of this game is timing, understand when to hit the jump button. As the game progressive, the speed picks up, making it harder.<br />
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A very amusing game, <i>QWOP</i>, in which you control the thighs and shins of both legs and attempt to run. I always end up failing, and I guess the whole game is trial and error, and figuring out the physics.<br />
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<i>You Have to Burn the Rope</i> was also another interesting game. The game begins by telling you the rules and just lets you go to accomplish one single objective: Burning the rope. It's not even hard, but I suppose the art of it is the experimenting of being clear and concise with rules.<br />
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Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-64712405265118407772013-10-13T22:13:00.000-07:002013-10-13T23:07:24.226-07:00Daily One Hour Studies 13/10/7 to 13/10/13<div class="separator" style="clear: both; text-align: justify;">
So I finally decided to do some daily paintings or whatever. It's not entirely organized, all I know is that I must paint for at least one hour per day from photo reference. So far, the week begins on Monday and ends on Sunday, which is why I am posting this tonight. I may change topics every week, but so far I have all of these knight images in my folder that I want to paint, so I might just paint some more knights for a while.</div>
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The purpose of these studies is to train my observational skills and painting skills. I need to learn to paint efficiently to knock down shapes and compositions. What I have trouble the most I think is hue, I tend to undersaturate skintone. I've been doing my best to not pick colors, but depending on what I want to focus on, I may pick colors for an area I just want to knock in quickly. For example, for the chainmail studies I picked colors for everything else but the chainmail.</div>
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Anyway, enjoy what I have this week.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOxPEzNtoA_fhYzL9_f4PMJA6C88YMqn4k1UTXdM6QafYlB0MM71Xz74v0ieDOcsGZz3DWXP71iRmRs35iRIgMOgAIo4C-jeYvGn29AXCfBvOe521iN9DYzvj_gGlgoGirKrBv6imilmgS/s1600/131007_knighthelmet.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="303" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjOxPEzNtoA_fhYzL9_f4PMJA6C88YMqn4k1UTXdM6QafYlB0MM71Xz74v0ieDOcsGZz3DWXP71iRmRs35iRIgMOgAIo4C-jeYvGn29AXCfBvOe521iN9DYzvj_gGlgoGirKrBv6imilmgS/s320/131007_knighthelmet.jpg" width="320" /></a></div>
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<span style="font-size: x-small;">October 7th, 2013: Knight helmet.</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiU8OvluU711_Gq1FrTUbByrvsPqtzPXmSPI51ncmQ-o7nfPvCadNzr5hRKxXkPizBDhHqsIwizLDFjyE1UAVIwUXFCzpWtf7PH3BzxvXazqFDLhNGpoqBK2tOruTNIpHn17x8UAGByGFln/s1600/131008_knightduel_1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiU8OvluU711_Gq1FrTUbByrvsPqtzPXmSPI51ncmQ-o7nfPvCadNzr5hRKxXkPizBDhHqsIwizLDFjyE1UAVIwUXFCzpWtf7PH3BzxvXazqFDLhNGpoqBK2tOruTNIpHn17x8UAGByGFln/s320/131008_knightduel_1.jpg" width="289" /></a></div>
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<span style="font-size: x-small;">October 8th, 2013: Dueling knight parts 1.</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-hp5BwEPvVe3rkRgmNgnWwDqnz0HsecDrP7t5YvFwKY5DaepzrN2Jyf1Atl6eXx4_255MqpZhkSqQea_YNjiXvqmNm11H7Tg7j6zEzJyumHBqUyDwtqW1eyVaR3o9DluuWIrXUkvbRzzw/s1600/131009_knightduel_2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="264" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj-hp5BwEPvVe3rkRgmNgnWwDqnz0HsecDrP7t5YvFwKY5DaepzrN2Jyf1Atl6eXx4_255MqpZhkSqQea_YNjiXvqmNm11H7Tg7j6zEzJyumHBqUyDwtqW1eyVaR3o9DluuWIrXUkvbRzzw/s320/131009_knightduel_2.jpg" width="320" /></a></div>
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<span style="font-size: x-small;">October 9th, 2013: Dueling knights part 2.</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5TcLIFitkucGRH1A2Q6zzRdC6Av6fcwt9_kyPqoDNxjOQri9VitQWogAHNz1S9BHwq_jymBMQQSZjJZJvMICNugjVchl1l5MmIbGned4WCwVCarS46YwiYIsQ90xn9AQXsEq_dHJWK7_u/s1600/131010_normancavalry.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5TcLIFitkucGRH1A2Q6zzRdC6Av6fcwt9_kyPqoDNxjOQri9VitQWogAHNz1S9BHwq_jymBMQQSZjJZJvMICNugjVchl1l5MmIbGned4WCwVCarS46YwiYIsQ90xn9AQXsEq_dHJWK7_u/s320/131010_normancavalry.jpg" width="229" /></a></div>
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<span style="font-size: x-small;">October 10th, 2013: Norman cavalry.</span></div>
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<span style="font-size: x-small;">I chose this one because I like the Normans.</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyXu08XO-XeK2RsyDFE55wLgnObCUQmgmqqUYqDUGWIzWKwXYmfGbLCxwMyGabzu1Tr6uQzfZnZ31z7fKic41IWAiQDfvEu8RL919vYyCc5P0jbQKP0JfxDwUw2OF8u9xEr379JFhE-L7u/s1600/131011_godfreyibelin.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyXu08XO-XeK2RsyDFE55wLgnObCUQmgmqqUYqDUGWIzWKwXYmfGbLCxwMyGabzu1Tr6uQzfZnZ31z7fKic41IWAiQDfvEu8RL919vYyCc5P0jbQKP0JfxDwUw2OF8u9xEr379JFhE-L7u/s320/131011_godfreyibelin.jpg" width="239" /></a></div>
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<span style="font-size: x-small;">October 11th, 2013: Godfrey of Ibelin.</span></div>
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<span style="font-size: x-small;">A screencap from <i>Kingdom of Heaven.</i></span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrSod-OH5BOPf1EgmunbnSOO_5-iwQNE01sj9mdATbEDXVZr2cc7YJLdAYPo8S8jqQjwo7jrfqiqOFKaCbj8aTLAvgHuFiFqVDzKAzEewNQXD3tfxRYdpMfDIPseif4UuA8fo9F9L0086f/s1600/131012_mailcoif.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgrSod-OH5BOPf1EgmunbnSOO_5-iwQNE01sj9mdATbEDXVZr2cc7YJLdAYPo8S8jqQjwo7jrfqiqOFKaCbj8aTLAvgHuFiFqVDzKAzEewNQXD3tfxRYdpMfDIPseif4UuA8fo9F9L0086f/s320/131012_mailcoif.jpg" width="184" /></a></div>
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<span style="font-size: x-small;">October 12th, 2013: Mail coif.</span></div>
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<span style="font-size: x-small;">Studying chainmail.</span></div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0KTdc79f8HOvFBZfx4qPEcRrwIKYkEruDn-GB_iN3Sl3plYcuD-NQI7UFS4ZhXJ0F7Mkz730KqQuTDCcTJKAHGsbVwtyKQunvBdzmthM-AS9dox-pkTSp2z7ICyjjQwPkG8WB9rcuFOMw/s1600/131013_frenchknight.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg0KTdc79f8HOvFBZfx4qPEcRrwIKYkEruDn-GB_iN3Sl3plYcuD-NQI7UFS4ZhXJ0F7Mkz730KqQuTDCcTJKAHGsbVwtyKQunvBdzmthM-AS9dox-pkTSp2z7ICyjjQwPkG8WB9rcuFOMw/s320/131013_frenchknight.jpg" width="237" /></a></div>
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<span style="font-size: x-small;">October 13th, 2013: French knight.</span></div>
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<span style="font-size: x-small;">More chainmail study.</span></div>
Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-89665503123539991962013-09-30T22:44:00.001-07:002013-09-30T22:47:26.133-07:00In-Class Game Testing<div class="separator" style="clear: both; text-align: justify;">
While I did not have much revision to do since the previous testing, other than the balancing of characters and rewriting rules for clarity, it was still important to test it again, even if that was something I was supposed to do in class. I paired up with Terry and we got cracking.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCfIEdy0iNAg7iASYdfDYrVro4eiwXb3SVW1DbFNejW07MEKBb3I2Smr2cdzKe0Ty5EYOoJuzwS3jKlKfigY-WzZYHwOviz8B2Id7e2cbA0WLnp6uQVi6yLdq4Jv9vbUFCavNg59GMziXA/s1600/IMG_0375.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjCfIEdy0iNAg7iASYdfDYrVro4eiwXb3SVW1DbFNejW07MEKBb3I2Smr2cdzKe0Ty5EYOoJuzwS3jKlKfigY-WzZYHwOviz8B2Id7e2cbA0WLnp6uQVi6yLdq4Jv9vbUFCavNg59GMziXA/s320/IMG_0375.JPG" width="320" /></a></div>
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First off, for a pen and paper prototype, the rules were still quite extensive. I knew it was going to be hard to read it and understand it in one guy. The fact that Terry had to play as three different characters did not make it easier. Terry still had problems with understanding the rules so I just ran through the game a few turns to show him how it works. It was then that he got the hang of it.</div>
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Allow me to explain the core rules in detail though, which I neglected in the previous post.</div>
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Like most pen and paper RPGs, actions are resolved via dice rolls. The game system requires only the six-sided die, otherwise known as the D6. A character rolls a number of D6s equal to his ability rank. Instead of counting up the results like one does normally, success is determined by the amount of dice that rolled a 4 or higher. For example, if I had an ability rank of 4, then I rolled 4D6. If the dice results were 5, 2, 4, 3, that would mean I have a success of 2, the 5 and 4 counting towards my success count. The number of successes must equal or exceed a target number in order to succeed.</div>
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The second key feature of the game is the stamina system. Stamina is used as a form of combat resource, such as mana for most games with magic. Stamina recovers over time (2 points per round), and stamina is spent every time a character does an action. Some action requires more than 1 stamina. When a character reaches below 0 stamina, they go into the negatives and receive a penalty for every negative they have. This forces players to consider what sort of action should they execute. The kinds of action a character can do is move, attack, rest, and special ability. Special ability encompasses a grand list of different abilities, each will tell you what they do.</div>
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The last key feature of the game is the combat. The attack sequence of the game is pretty simple. It is broken up into 3 steps: <i>attack</i>, <i>protection</i>, and <i>conclusion</i>. When a character attacks another character, they roll dice and compare the result to the target number, which is mostly the target's defense value. If the attack hits, then damage is dealt to the target. The target is allowed a protection roll and each successful roll reduces the damage by 1. The difference is then subtracted from the target's health points. When a character reaches 0 health points, they are removed from play (i.e. dead.)</div>
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Here's an example of an attack sequence. An attacker attacks a target. The attacker has an attack score of 4D, the defender has a defense score of 3. The attacker rolls his dice, and he gets 3 successes, landing a hit on the target. The damage dealt is 5. The target has a protection score of 3D. He rolls his dice and comes up with a success of 2, reducing the damage to 3 instead of 5. The target now decreases his health points by 3. Now, onto the play log.<br />
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Terry seemed to be the kind of guy who likes to win so he was really thinking carefully on how to position his men and which abilities to use. He used the Shield Knight extensively to defend his other characters, but his stamina dwindled so low that he had to give him a break.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTtp2zxuXmqquz1_IAhEx6rc3LS71hTStgXT_-eWQ-cI-Lk09ojocHof5PR0mddv8kt6JIvfEWKU7lCTOgtQhBOC9B6kRftLmosnLtSfODNzZVbRpDAvJ3b4wzyYx_mqUMgWOEC23xUEAm/s1600/IMG_0377.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTtp2zxuXmqquz1_IAhEx6rc3LS71hTStgXT_-eWQ-cI-Lk09ojocHof5PR0mddv8kt6JIvfEWKU7lCTOgtQhBOC9B6kRftLmosnLtSfODNzZVbRpDAvJ3b4wzyYx_mqUMgWOEC23xUEAm/s320/IMG_0377.JPG" width="320" /></a></div>
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<span style="font-size: xx-small;">The glorious Shield Knight protecting his comrade-in-arms.</span></div>
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Unfortunately we had to end the game early. Time was running out but he knew how to play now. He described it as a hack'n'slash kind of game, which it sort of is. I suppose when somebody describes your game in a way that you agree means it's a good design.<br />
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That's it for now. I think I am going to focus on character progression and a list of equipment now that I have a reference point for dice rolls and combat values. The next test session might just be about character creation.</div>
Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-47439753322154886882013-09-30T00:53:00.001-07:002013-09-30T02:00:34.855-07:00Prototype Testing & DevelopmentWhile I have yet to give a name to the current game I am development, I figured it's best to not waste too much time on that. A simple set of rules is not something I am entirely good with. I cannot say I understand what simple means as much as most people, but I will do my best to explain the rules simply. The game is a turn-based tactical game meant to simulate medieval combat (though not entirely realistically.) The core feature of this game is a sort of "combat resource", represented by an individual's stamina. A character expends stamina for actions on the battlefield, such as moving, attacking, and other special abilities. Characters can recover stamina while on the field, and it can be modified through equipment, usually decreasing stamina for heavier equipment, a sort of trade off. To resolve conflict, dice rolls are made, the six-sided die being the only type used.<br />
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The first testing phase of the game on my own time actually had a simple rule set. Unfortunately, it got completely nowhere. Stamina as a resource was not very important, there was an abundant of it. There was a strong but slow character and a weak but fast character. The stronger character ended up chasing the faster character all over the field with nothing happening.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKzz1S3cqIMqVNzkLtirddLO0q6bHU0o5C26PmeOxf9NkzW8-rs6nueVJ_eGMgMEeE10fI5DRyuT9VGqWqdXilOACWtK8j_CdcbvFkYoF0JD-r0TwTfA2so4Pp86e3kegDXySgctvcesHD/s1600/IMG_0269.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgKzz1S3cqIMqVNzkLtirddLO0q6bHU0o5C26PmeOxf9NkzW8-rs6nueVJ_eGMgMEeE10fI5DRyuT9VGqWqdXilOACWtK8j_CdcbvFkYoF0JD-r0TwTfA2so4Pp86e3kegDXySgctvcesHD/s200/IMG_0269.JPG" width="200" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdYnBVIMRU0e7KKns1-4DUSV6aT4oHY7nU7sV-ZyL8x34KWXw5H8HPkuHJjsPgSIDx0mdP36BbRGioc7S0uawxS4CRHTWvxbd6y7CfgDQGi4ZlZb69eFGNASK1MOB-UNfMuKdinNxOJ9Ef/s1600/IMG_0272.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhdYnBVIMRU0e7KKns1-4DUSV6aT4oHY7nU7sV-ZyL8x34KWXw5H8HPkuHJjsPgSIDx0mdP36BbRGioc7S0uawxS4CRHTWvxbd6y7CfgDQGi4ZlZb69eFGNASK1MOB-UNfMuKdinNxOJ9Ef/s200/IMG_0272.JPG" width="200" /></a></div>
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They actually ran to the bottom right corner first and backtracked up to the top in the second image.<br />
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While tactical games aren't necessarily the opposite of simple (example: Chess and Checkers), I figured the best way to test the game in a "simple" manner is to go over the dice rolling mechanic. I rewrote the rules of dice rolling, coming across many types of different rolling functions, and rolling them to see how they would function. I began with a simple d20, to rolling d100s, and ended up with a d6 dice pool. Different sets of rules were applied to the dice pool to give it some "depth", such as the concept of a bonus die, which replaces unsuccessful rolls (a success counting as a die roll of 4 or greater per d6.)<br />
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As a tactical RPG, there was no question that equipment, the ability to customize your character, had to be implemented. However, I assumed that creating a list of equipment and balancing them out would be too difficult without actually testing a fight. So I created pre-made characters with arbitrary values that seemed balance enough, not counting extraneous information. With these I was ready to test the game once again.<br />
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I cracked out the game with some friends during a break from animating in the lab. I explained the rules simply to them and told them that it was perhaps better to just jump into the game and learn while you play. After all, that's how I learned to play Dungeons & Dragons.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPZjKmL5d1KU73YOFmtnVOras2HUtk0cYCBrqL0aw9CDEX6ct-G0pWKLYIvJMyh6q7OJ6ukvWjy6_AAacjDxKjiTe21Jb0_A3vBgrNTgDnejcnULYh75fnqO7lljOiEr6bKiqlhumpeHfT/s1600/IMG_0321.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPZjKmL5d1KU73YOFmtnVOras2HUtk0cYCBrqL0aw9CDEX6ct-G0pWKLYIvJMyh6q7OJ6ukvWjy6_AAacjDxKjiTe21Jb0_A3vBgrNTgDnejcnULYh75fnqO7lljOiEr6bKiqlhumpeHfT/s320/IMG_0321.JPG" width="320" /></a></div>
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While it was not recommended to make any art during the prototype phase, I decided to make some art anyway, even if they were crude. I like to have some fun while testing a game that might go unfun. The game was set up and my friends were given pre-made characters to play as. They were the knights at the top, the enemies, played by me, were the other minis at the bottom.</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglWOGDG1FWK_x01w6wvUMJXqwbb1hffV_zIuUfueBzGDnmrb24EoirsA0JtfLWC3IWfdsdOkeQOYPWZVlq_Qg4_gNCHWgqUESI5Nmbntjx8QVKFJREqKO-rPf36PnBIFlKWGfWKfXkLpTd/s1600/IMG_0322.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEglWOGDG1FWK_x01w6wvUMJXqwbb1hffV_zIuUfueBzGDnmrb24EoirsA0JtfLWC3IWfdsdOkeQOYPWZVlq_Qg4_gNCHWgqUESI5Nmbntjx8QVKFJREqKO-rPf36PnBIFlKWGfWKfXkLpTd/s320/IMG_0322.JPG" width="320" /></a></div>
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It started off slow with the players just doing nothing and letting the enemy come to them. The minis started falling so I just kept them in that position, it was less of a hassle.<br />
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Time went on with the testing. To my surprise, the dicerolling system I had created went extremely smooth and easy to understand. The issues of balance was only apparent in the red mini, who was way too overpowered. Perhaps I was lucky, but this does give me a reference point.</div>
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I found myself creating rules on the fly during play. With the dicepool system, any rolls that turn up as a 6 merits an extra die to be rolled. If that roll turned up as a 6, then there was too another roll. Theoretically one could get unlimited successes. I decided to disable that feature for "minion" characters, who were represented as weapons on the maps. I decided that minions should not be very lucky in that sense, they are there to fill up space. On a side note, I thought 6's would come up too often, but found that they came up almost an ideal amount. It was not too common of a roll, neither too uncommon.</div>
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The game drilled on with some lucky 6's for our heroes. They managed to take out all of the spears on the map and were left to fight the red knight. However, the shield knight hero had some unlucky rolls concerning defense and ended up dead.</div>
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The game actually delved into a chicken chase without the sturdy shield knight, with the bow and twin-sword knight running around away from the red knight.<br />
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I decided to end the game at that point. We needed to get back to our other homework and it looked like we were getting nowhere.<br />
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With the conclusion of the game, there were some things I've observed. The rate of stamina decay was awfully close to what I wanted. When one stayed in the middle of a battle for far too long, their stamina dropped quickly. This is what happened to the shield knight, who had the best equipment, but the least stamina from that. Nobody had ever gone below 0 stamina, but some got low enough. Players became more cautious when they got that low.<br />
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The red knight was unfortunately too overpowered. He seemed nigh invincible. He had too much armor, too much stamina, and his powerful abilities did not cost him a lot of stamina.. While his minions were easily dispatched, they still posed some sort of threat if not dealt with properly. They were ideal, their leader was not.<br />
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The HP of each character, which were given an arbitrary value, seemed to be not too high to drag on a battle too long, but not too short to make encounters passing.<br />
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Now that I know the mechanics are fairly solid, I am now comfortable on working on a character progression system as well as devising a list of equipment, as well as adding new tactical features that I have considered, such as ability lists, combat stances, and even possibly a magic system.Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-6186645474552691242013-09-09T08:53:00.004-07:002013-09-09T08:53:37.456-07:00Werewolf MafiaI've always loved playing Mafia. Mostly it is because I loved to make up stories to either defend myself or accuse someone of being a mobster. In class I played the same game, the only difference being that it involved werewolves instead of the mafia. I was the werewolf during the game, and let me tell you about how somewhat complicated the strategy is.<br />
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The serious players are always watching your behavior, which includes your body language and speech. They will attempt to signal out somebody who is acting strange. Unfortunately, their thinking is ultimately arbitrary, because people aren't the same. People act differently. You cannot assume a base behavior of people.<br />
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The werewolves however have the choice of who to kill. Who you choose to kill can greatly influence who the peasants accuse. When playing as the werewolf, I restrained myself from killing the person who constantly accused me. It may look suspicious. However, do continue to kill those who constantly accuse others. Another thing is know who has information. A friend of mine reasoned that another person cannot be the werewolf due to circumstances, and he was right. So I refrained from killing that certain person until I needed to, like when there is too little people left and my friend could only trust me and not the other two people. Cut your losses, sometimes you want to accuse a fellow werewolf and hang him. When everybody else is doing it and there's no chance of him getting out of it, defending him only shows that you are trying to save a fellow werewolf.Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0tag:blogger.com,1999:blog-4129114305616375429.post-78608189694995620432013-08-27T22:25:00.001-07:002013-08-27T22:25:20.877-07:00PassageSo I played the game <i>Passage</i> by Jason Rohrer. Without reading the controls, I jumped right into the game and started playing. I knew you had to use the arrow keys to move around, and with window being one narrow screen, I assumed, at first, that you can only move left or right, with right obviously being the destination. As I moved forward, I received a wife, or girlfriend or whatever, who followed me wherever I went. From there, I assumed the game was some life progression thing where you watch your family grow as you yourself grow old. I was sort of right, but you'll see in the end. Feeling adventurous, I moved downward, and discovered that right was not the only direction. I decided to explore a bit a came across tables of stuff, I'm not sure what they do but when I come across them they delightfully exploded. I am not sure what they do but I just kept moving right, sometimes having to backtrack whenever I get stuck somewhere. The characters begin to age as they move rightward. Eventually, I noticed the female character suddenly died, becoming a tombstone. Then I knew my time was up and kept moving until I myself became a tombstone. That was the end of the game.Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com1tag:blogger.com,1999:blog-4129114305616375429.post-83724842093815431462013-04-25T18:01:00.001-07:002014-03-15T18:51:23.737-07:00Spring 2013 Portfolio Items<div class="separator" style="clear: both; text-align: center;">
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<span id="goog_2012023698"></span><span id="goog_2012023699"></span>Sony Tranhttp://www.blogger.com/profile/00156737872278499888noreply@blogger.com0