Posted by Jenova at 1:43 AM | Comments (0)

October 12, 2004

CTIN 532 Trailor Target--Lord of the Ring: The Battle for Middle Earth

trailor.jpg
http://www.eagames.com/official/lordoftherings/thebattleformiddleearth/us/videos.jsp

Posted by Jenova at 6:09 PM | Comments (0)

October 11, 2004

Try out my CTIN 488 Project, Gold Rush Gang

threekingdom2.gif
Download & make your Game Map and Play!!?

Title: Gold Rush Gangs

Authors: Jenova Chen & Charles Mallison

Target Age: 10-18

Target Audience: Enjoyers of soft strategy

Number of players: 3

Time required: about 15-25 minutes

Equipment:     One Hex grid board (9 grids radius)

                        One deck of cards

                        3 Nickels, decorated to represent Professional Thieves

                        6 dimes, decorated to represent Amateur Thieves

                        13 pieces of paper, decorated to represent gold

 

RULES

OBJECTIVE:

You control one of three rival gangs of thieves. Your goal is to achieve dominance in the illicit gold market by being the first to steal 8 sacks of gold from the board.

 

UNITS:

To steal gold, you have three units to control, two Amateur Thieves and one Professional Thieves. Amateur Thieves move faster than Professional Thieves, but Professional Thieves are much stronger in combat.

 

ACTION POINTS:

         In order to move your thieves, you have to spend Action Points (AP). Amateur Thieves cost one AP to move one space while Professional Thieves cost two AP to move. All units take two AP to move once they pick up any amount of gold.

 

         At the beginning of the game, each player gets five AP per turn. Use your AP wisely between your units. It wont last to the next turn.

 

         Once you bring X sacks of gold back to your base, the AP you can spend in each round will instantly increase X.

 

STORE & BANK:

         Gold is the only resource and the objective for the players. There are three neutral stores at the border of the map where you can find one sack of gold.

 

         A heavily guarded bank is in the center of the map holding three sacks of gold. In order to steal the gold from there, you have to use at least seven AP to break the defense. Once the defense is broken, there is no need for other player to break it again. If the gold from bank drops on your way back, it will return to where the bank is.

 

GOLD:

         Every gang has a total of seven sacks of gold. Each Amateur Thieves guard two sacks of gold while Professional Thieves guard three sacks of gold.

 

         Before the game starts, all the players have to deploy their thieves with gold on the map. They have to be deployed in their own territories. There has to be at least three grids in between your units at the beginning.

 

GOLD RUSH:

         You have to protect your gold from being stolen and steal enough gold (at least eight) from store, bank or your opponents in order to win.

 

         You can only carry one piece of gold a time.

 

         You can not pass through gold with gold in your hand.

 

COMBAT:          

         During movement on the board, when multiple opposing units are in adjacent grids the combat will start. The player who starts the combat will be attacker.

 

         Outcome of combat is decided by drawing cards. The player who draws the highest card wins. In the event of a tie, the attacker wins. The Ace card is the lowest card. The King card is the highest.

 

         Amateur Thieves can draw one card in the combat while Professional Thieves are able to draw two. When friendly units are adjacent to each other, you can draw more cards. For example, if a Professional Thief and an Amateur Thief are next to each other, they can draw three cards when combat occurs.

 

         At the end of combat, the losing unit is returned to his home base and must remain there for one turn. This only applies to the one unit which either attacked or defended. While the unit is incapacitated, leave it on the color grid in the base.

 

         Any gold the losing unit was carrying remains in the space the unit was except the gold from the bank.

 

PROCEDURE

1)      At the start of the game, players will draw one card each to determine who will have the first move.

2)      On the first turn, each player places his stores and deploys his thieves.

3)      Players will then alternate turns until one satisfies the requirements
for winning. Game ends.

Posted by Jenova at 12:45 AM | Comments (0)

Try out my CTIN 488 Project, Gold Rush Gang

threekingdom2.gif
Download & make your Game Map and Play!!?

Title: Gold Rush Gangs

Authors: Jenova Chen & Charles Mallison

Target Age: 10-18

Target Audience: Enjoyers of soft strategy

Number of players: 3

Time required: about 15-25 minutes

Equipment:     One Hex grid board (9 grids radius)

                        One deck of cards

                        3 Nickels, decorated to represent Professional Thieves

                        6 dimes, decorated to represent Amateur Thieves

                        13 pieces of paper, decorated to represent gold

 

RULES

OBJECTIVE:

You control one of three rival gangs of thieves. Your goal is to achieve dominance in the illicit gold market by being the first to steal 8 sacks of gold from the board.

 

UNITS:

To steal gold, you have three units to control, two Amateur Thieves and one Professional Thieves. Amateur Thieves move faster than Professional Thieves, but Professional Thieves are much stronger in combat.

 

ACTION POINTS:

         In order to move your thieves, you have to spend Action Points (AP). Amateur Thieves cost one AP to move one space while Professional Thieves cost two AP to move. All units take two AP to move once they pick up any amount of gold.

 

         At the beginning of the game, each player gets five AP per turn. Use your AP wisely between your units. It wont last to the next turn.

 

         Once you bring X sacks of gold back to your base, the AP you can spend in each round will instantly increase X.

 

STORE & BANK:

         Gold is the only resource and the objective for the players. There are three neutral stores at the border of the map where you can find one sack of gold.

 

         A heavily guarded bank is in the center of the map holding three sacks of gold. In order to steal the gold from there, you have to use at least seven AP to break the defense. Once the defense is broken, there is no need for other player to break it again. If the gold from bank drops on your way back, it will return to where the bank is.

 

GOLD:

         Every gang has a total of seven sacks of gold. Each Amateur Thieves guard two sacks of gold while Professional Thieves guard three sacks of gold.

 

         Before the game starts, all the players have to deploy their thieves with gold on the map. They have to be deployed in their own territories. There has to be at least three grids in between your units at the beginning.

 

GOLD RUSH:

         You have to protect your gold from being stolen and steal enough gold (at least eight) from store, bank or your opponents in order to win.

 

         You can only carry one piece of gold a time.

 

         You can not pass through gold with gold in your hand.

 

COMBAT:          

         During movement on the board, when multiple opposing units are in adjacent grids the combat will start. The player who starts the combat will be attacker.

 

         Outcome of combat is decided by drawing cards. The player who draws the highest card wins. In the event of a tie, the attacker wins. The Ace card is the lowest card. The King card is the highest.

 

         Amateur Thieves can draw one card in the combat while Professional Thieves are able to draw two. When friendly units are adjacent to each other, you can draw more cards. For example, if a Professional Thief and an Amateur Thief are next to each other, they can draw three cards when combat occurs.

 

         At the end of combat, the losing unit is returned to his home base and must remain there for one turn. This only applies to the one unit which either attacked or defended. While the unit is incapacitated, leave it on the color grid in the base.

 

         Any gold the losing unit was carrying remains in the space the unit was except the gold from the bank.

 

PROCEDURE

1)      At the start of the game, players will draw one card each to determine who will have the first move.

2)      On the first turn, each player places his stores and deploys his thieves.

3)      Players will then alternate turns until one satisfies the requirements
for winning. Game ends.

Posted by Jenova at 12:45 AM | Comments (0)

September 28, 2004

Sketch of my Ultima Interactive Experience

Physical Interface Setup
physicalinterface.jpg
World Builder
mapedit.jpg
Experience Interface
dome.jpg

Posted by Jenova at 2:25 AM | Comments (0)

August 30, 2004

Random Thoughts of Interactive Experience Assignment I

I've spent a couple days thinking about how to use our ZML as a new media to create some new content. I realized the hard to create new content. Here is some crazy thoughts, most of them is not applicable for 2 weeks project though. But I'm exciting about them when they come through my mind.

In this sketch, I did a rough caculation for the screens we have in the ZML. My ambition is still doing a panorama scene:p. The idea A is a mirror world. Imagine the big screens in ZML are some kind of mirror which can reflect the creature not in the real world. Does it sounds interesting. We can create a human or a creatures illusion in three directions, see if we can feel the existance of it or him or her, whatever. As what I wrote, if we can track a real user in the ZML, we can cheat his or her feeling about him or herself. Seeing a vitual dynamic illusion will be very interesting.
mirrorwold.jpg

Plan B is really too ambitious. I want to deliver future in this project. First of all, we open our eyes to 220 degree wide FOV environment. A near future street. Then we have this new product, Augmented Internet Surfer, which you can see space based blog everywhere. It origined from one of Scott's works, remember that virtual insects in the campus? I imagine in the near future, this kind of information media will be possible. In the sketch you can see price label, name card, accident report, news report, advertisement are all delivered through virtual world. I'm addicted to imagine a world nearly drowned by the information. No matter it is good or bad? I know we can't stop the steps to that direction. As a 60sec short senario, this DVD is a training session that teaches you how to use this surfer and how to deal with tons of information. Let us prepare for the future.
futurecity.jpg

Plan C is totally inspired from game design. We have such a good media, why not apply the basic interactive elements onto it and see if it is really attractive. I'll talk about this one on the class, in short, it is a game letting people choose their taxi or avatar and race in the campus or Los Angeles. During the middle, they can change cars. We shoot real video of our students racing in the real world and let the audience choose from 12 screens. This game is design to let people participate and look around at the other players.
A lot of detailed design is on the sketch, I'll talk about them on the class.
racinggame.jpg

Plan D is from the thoughts of how to take advantage of 12 screens. 12 is a good number for time. The simple example is a security camera browser. There are 2*12 hours a day. So we can compress and play every two hours on one screen in just one minute. You will easily find the sequence you need. And by choosing it, it divides 2 hours into 10 minutes. And then into 50 sec, so on and so forth. Because you are surrounded by this environment, you can find out the frame you need just in 5 min without watching the 24 hours foliage. Another idea similar is showing a panorama scene in 12 screens which have different time range. So we will see the two corners is night, the middle is noon. I think that will be fantasitc.

Plan E is a game design encourage people to cheat. Personally cheat is a good elements in the game history. I'll talk about it on the class.
video searching.jpg

Posted by Jenova at 3:59 PM | Comments (0)

April 29, 2004

CTCS 564 FINAL PAPER

wowlogo.gif

World of Warcraft:
MMO Games Future & Influence

Posted by Jenova at 1:04 PM | Comments (0)

April 26, 2004

CTWR 518 Final Project

setting1.jpg

"Cockroach":
An Interactive Narrative Practice

setting3.jpg


Posted by Jenova at 1:07 AM | Comments (2)

April 13, 2004

Cockroach Project Started

Environment Setup

process.jpg

Script example

///////////////////////////////////////
//Back Ground Info //
///////////////////////////////////////

//Shon's mystery
Alex: Jill?
Jill: Huh?
Alex: I'm tired.
Jill: (Look at Alex)
Alex: I hate to say this, but I'm tired.
Jill: (Pause)You can return at anytime.
Alex: Jill, you can't stick to this.
Jill: (Stare at Alex)
Alex: What? What are you thinking? He was dead, you know it. Shon's dead.
Jill: (Silence)

//Rally point and short of water
Jill: (Sigh)
Alex: How much water have we got today?
Jill: Two gallons, not even enough for us to reach the next rally point.
Alex: It's not bad, we are still alive at least.
Jill: (Silence)
Alex: Sorry.
Jill: Never mind, it's not your fault.
Alex: (Look out of the room)

//Birth places
Alex: So...Where are you from?
Jill: Old NewYork.
Alex: Really? I've never believed it was still existing.
Jill: Not until we left.
Alex: (Pause) I'm sorry.
Jill: What's your homeland? United City?
Alex: No, actually, I came from another city. I bet you don't know it before.
Jill: The third mobile city.
Alex: Oh, man, how do you know that? You must tell me, how?
Jill: By friends.
Alex: Oh no, it's impossible. Who are your friends?
Jill: (Ignore)

//Room Info
Alex: These greedy bastards. Is this the place to sleep?
Jill: This is a cabin.
Alex: Sleep on the table? My godness!
Jill: (Ignore)
Alex: Well, this is the only one we can afford though. I wish we can earn more water tomorrow.
Jill: We have to.
Alex: All right, all right.

Posted by Jenova at 1:42 PM | Comments (0)

February 16, 2004

Interactive Writing Porject One

The first act of my animation now is moved to an interactive writing platform.
Jenova2week.html

Posted by Jenova at 4:52 PM | Comments (0)

February 10, 2004

CTWR 518 Two Weeks Project

Concept.swf

INT. AIR EXCHANGING TUNNEL - PEON'S HEAVEN - DAY (ACT ONE)
[Intro]
Ten feet wide, gray, dark, rusty, dense exhaust gas roars out of the tunnel. Tremendous noise from heavy industrial engines and fans combines with the echoes of someone striking metal from the abyss.
[Intro]
You are there, a robot, rusty, scratched, oily and dirty, scraggy arms and legs, slightly hunchback, three electrical wires rise on your egg-shaped head with two faint bulbs eye, Rags, brushes, oil pigments and palettes inside your drawer on the stomach. With a little hammer and a tiny chisel in your hand, why are you here? What are you going to do?
[Start dig]
You dig and smash the iron grating which blocks his way to the mouth of the tunnel.
[Look around]
Besides you are many fragments of cements and broken chisels. There is a big hole in front of you. Seems a long work you did by your tiny chisel. But the hole is not large enough for you to escape.
[Try to remember the past]
Although you tried your best, you can not remember anything, even your own name. Its obvious that before you lost your memory, you were keeping digging this hole. But why?
[Look out]
You stop to peep outside the tunnel.
INT. MOUTH OF THE TUNNEL - PEON'S HEAVEN - DAY
[look out]
A tiny corner of the bright sky. The sun light shoots into the tunnel, bouncing on the ground and shining on the dusts.
INT. AIR EXCHANGING TUNNEL - PEON'S HEAVEN - DAY
[Examine your drawer chest]
You take out a tiny golden screw and sadly stare at it under the sun light.
[Examine your drawer chest]
An illusion of a smiling female face appears from the screw.
[!? 1]
Suddenly you hear a special and haste footstep.
[Look out]
You look out through the blinds on the side of the air exchanging tunnel where he can see the main workshop.
INT. MAIN WORKSHOP - PEON'S HEAVEN - DAY
[Look out 1]
Tremendous dark empty well-shaped workshop, full of steam, totems of nude human and human with wings, 1200 feet high, 200 feet wide, hundreds of annular floors can be seen from the top. The air exchanging tunnel is hanged on the corner of 64th floor.
[Look out 2]
Two to three mobile platforms are set on each floor which can extend to the center of the workshop. All the visible platforms form a figure of female face. But there is nothing between those platforms.
[Look out 3]
A human-like white creature floating upon the platform in front of the missing face by his wings. Under his beautiful paean, more than one hundred robots are worshiping on bended knees together.
INT. AIR EXCHANGING TUNNEL - PEON'S HEAVEN - DAY
You glance at your screw and the empty face figure, shaking your head and put it back.

Posted by Jenova at 2:35 AM | Comments (0)

November 30, 2003

Yume, MyGame Design & Proposal

yume1.jpg
Game Concept Demo
http://www-scf.usc.edu/~xinghanc/Animations/2DAnimation/YumeConcept.html
ftp://anonymous@24.30.101.67:9000/YumeConcept.html

This flash inherits the function from the last assignment: invisible plog branch trigger and backstage information collect.

Game Proposal
ftp://anonymous@24.30.101.67:9000/Game Proposal.htm
ftp://anonymous@24.30.101.67:9000/Game Proposal.doc

Additional Material
ftp://anonymous@24.30.101.67:9000/interactivetext.rtf
ftp://anonymous@24.30.101.67:9000/Yume_outline.rtf
ftp://anonymous@24.30.101.67:9000/biography of Yehova.rtf
ftp://anonymous@24.30.101.67:9000/biography of Mona.rtf
ftp://anonymous@24.30.101.67:9000/biography of Sin.rtf

Posted by Jenova at 1:47 AM | Comments (0)


Source code Built with Processing