It brings to realize the slight flaw that unless someone {myself I guess} had recorded myself throughout that entire past 6-7 days from getting from A. to B., that no one will understand the work that went behind it all.
However, it is true. This is a competition. People are bringing their best effort to create something professional within a week. I strived for an achievement not based on playability, but on the amount of "keywords" I used as I'm not strong on making a super amazing game, but rather justifying a chunk of cards and keeping a checklist to make sure I incorporated every single one of those damn cards.
Of course, in all the irony ever to exist in the fucking planet, the cards failed me. I failed myself for not realizing "the cards go in the certain direction" or more specifically I am only allowed to use 1 "about" card.
It's sad that me not knowing that yet doing all those things swiped my victory and left me with a lower mark overall.
I dislike the stress I have over this course because I just want to do a damn well good and little shit like this is what stops me from getting a good mark.
I have yet to demonstrate my game. But from there, I can list the few things I've learned.
- The cards count a million bajillion times more than I can ever imagine my mark scheme getting affected
- Never leave documentation for the last minute. If you write on rough paper, just re--write/paste it in your sketchbook and most importantly, it's best to document your current work on a daily basis (for myself anyways) than gathering it all last minute.
- Plan play-testing ahead of time. I only discovered on Monday that for an urban game like mine, I would need to actually demo the game. After a few moments of freaking the fuck out I managed to get someone who could other people to playtest/demo my game. Luckily on Wednesday a few could playtest it (Thanks B and C!) but you can never guarantuee the flakiness of people. So plan that ahead, and that being said play-testing really is crucial.
- I guess this is just for myself but for a game (a game within a game???) this brought me down hard, as I mentioned earlier. I can't really bring myself to a low level, but at the same time, how much do I have to work, put time and effort towards things, plan ahead, etc. etc. to get a good score? The point deduction doesn't help because now I'm at a negative number so do I fail this course? I have 6 points (minus 6 or 7 so really 0) and maybe it's just me but this unicoin is killing me due to the face that these are marks and I am failing because of the little things that unfrotunately destroy everything for me. Yes, I care about doing well. Yes, I am aware of my strengths and weaknesses thereby planning ahead and strategizing on how I can get a high mark. On top of that is balancing all the other workload and making sure I don't go crazy and become bald by the end of this semester (some people go grey, I lose chunks of my hair)
Okay so the forth one wasn't really anything BUT onwards to the first challenge!!
The first challenge was a group. Let me go ahead with this lovely bear
first Confession Bear meme! I'm surprised I haven't made thousands of more of these... |
It could be because of my quiet/awkward/introvertedness...but I really can't! I either get pushed by the wayside/not taken seriously, perceived as too weak to do anything or end up having to do everything. I think I've experienced all three every single time.
The only time I can think of a super successful group project was one friend who was always in charge of creating the final product (in a Powerpoint let's say) but made sure everyone had a section to work on and present on. I always did well with that friend (sadly..she is studying Health Sciences..le sigh {and obviously...she is super freakin' smart!})
Anywho the innovation our group had was really great and I decided to take on the design aspect of it.
However, as it is with groups, each person has their own opinion and direction as to where to take things and I personally think that's how we faltered a bit.
From tiny things to completely changing the size of the game (from fitting a scattegories box into something 10 times bigger than that) to having the rules changed last minute without many people's consent and thorough play-testing after those changes (at least between the group members) would've affected that. HOWEVER, I think we did very well for the first challenge we had and I am happy with that.
I unfortunately did not document much however here is our game, and some rough notes on my design aspects.
Original Concept of game. |
Final product of game. |
Final product. |
Concept of board game cover. |
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