Showing posts with label R&D. Show all posts
Showing posts with label R&D. Show all posts

Sunday, January 19, 2014

R&D: Re: Renaming Hopscotch

Marketing: That's an excellent idea! Chopscotch it is.

[Excerpt from discussion log]
[Red] You see that? Can you believe those #&@$ in Marketing? I did most of the work on the hopscotch game.
[Dev] I resent that. 
[Red] It's true.
[Dev] Why are you complaining? You don't like them. Now you don't have to talk to them. Just let me handle communications from now on, okay?

R&D Hopscotch [5] Rules change

Testing: Alright, how about this: once a player has placed a goal object in their base, if they leave their base another player can steal it. Humans love spite.

Saturday, January 18, 2014

R&D: Hopscotch [4] Rules

Marketing: [REDACTED]

[edit: Director] R&D and Marketing: If you continue to act like children then your salaries will be adjusted accordingly.


Number of Players: 3

Materials

  • Masking tape (indoors)
  • Sidewalk chalk (outdoors)
  • 6 three-foot dowels or sticks
  • 7 objects about the size of a pair of socks (preferably soft and malleable) 

Setup

Begin by creating the following game board on the floor using chalk or masking tape. For scale, the circle in the middle should be about three feet in diameter.



Place the 7 objects in the center of the circle.
Place the 6 sticks in pairs around the edge of the circle at equal distances from each other.

Goal

At the end of the game, the player who has collected the most objects is the winner.

Rules

SQUARES: There are three kinds of squares: bases, movement squares, and goal squares.

Each player chooses a base. Players begin by standing with both feet in the center of their bases.

When the game begins, players hop from their base to one of either of the start points next to their base [See figure: gold stars] and begin to make their way along the path of movement squares to the center circle.

MOVEMENT: After entering a set of movement squares, players must hop on one foot from their current square to an adjacent square (vertical or horizontal, diagonals don't count). A player in the movement squares may not switch feet. The only points from which a player may enter or exit the movement squares are from a start point or an endpoint.

Should the player put both feet down while in the movement squares, skip a square, or fall outside of the squares, they must walk back to their home base.

Once a player has reached an endpoint [See figure: black dots], they may jump to any of the goal squares. If they fall outside of a goal square or land in multiple goal squares, they must walk back to their home base. Once in an endpoint, a player may only jump to an endpoint. The player may not move to any other goal square before touching an endpoint.

OBJECTS: Once a player has reached a goal square, they may plant both feet in the square. There should be three pairs of sticks arranged around the circle. The player may pick up a pair of sticks and use them to drag one of the seven goal objects from the center of the circle to their goal square. Once the goal item is within the bounds of the player's goal square, they may drop their sticks, pick up the goal item, and hop back to an endpoint and travel back along their movement squares to return the goal object to their base.

In this process, players may NOT:
  • Grab more than one goal object
  • Carry the sticks beyond the circle
  • Hit other players with sticks (though it's fine to hit others' sticks)
If the player falls outside of the squares or places both feet on the ground in the movement squares after having picked up a goal object, they must first return the object to the circle before walking back to their base.

Once an object has been placed in a player's base, no other player may touch it. 

End Game: The game ends when all objects are in one of the three home bases. The player with the most objects in their base wins.



[Excerpt from discussion log]
[Dev] I dunno, is it still hopscotch? I mean, there's hopping, yes, but there isn't any throwing anymore. That was half the skill–first you threw, then you hopped.
[Red] We replaced the throwing with the stick battles. We also added a bunch more player interactivity and engagement. I didn't like the throwing bit, anyway. It slowed things down.
[Dev] Oh wait, wait. Idea. What if instead of throwing rocks at the squares, you could keep them in your pocket to throw at other players to... you know what, just don't listen to me.
[Red] I rarely do.

R&D: Re: Hopscotch Feedback

Marketing: "Lengthly tests and surveys"? That didn't take long. Where did you find your superhuman survey-takers? Our humans sure can't process that quickly.

R&D: Hopscotch [3] Top Three Hopscotch Ideas

We've narrowed it down to three ideas:

Idea 1: Players use sticks to compete over objects out of their reach to earn points.
[Excerpt from discussion log]
[Red] Yeah, you carry your sticks and fight over stuff outside of your area.
[Dev] So let me just make sure I understand. You want people to hop on one leg over large distances carrying pointy sticks? We need these people to live.
[Red] I guess this needs some work.
[Dev] No kidding.

Idea 2: Players must collect one of each of an array of objects. Course is set up to have a different hopping challenge to collect each kind of object.
[Excerpt from discussion log]
[Dev] What if people run into each other?
[Red] This is supposed to be a kids' game, right? Kids are springy. They'll just bounce.
[Dev] Good point.

Idea 3: Players have a stack of cloth squares that they take turns throwing onto the floor with the goal of making it into their competitor's territory.
[Excerpt from discussion log]
[Red] We could put wizards into this one! The cloth squares could be different spells. You could have attack spells, defense spells, move spells, summoning spells...
[Dev] You were the one who vetoed the Oculus/dance pad combo. "Keep it simple" you said. I could dig up the log if you like.
[Red] Fine, fine. I want to bookmark this for later, though.
[Dev] Noted.

R&D: Hopscotch [2] Brainstorming Session

Technology
  1. Nerf guns to defend territory Boxes or desks to block the sight of whoever’s “it”
  2. Blankets
    1. capes to duck under
    2. curtains to hide behind
  3. Sticks to reach things outside of the designated squares
  4. Light switch; dark room vs light room mean different things in gameplay
  5. Oculus Rift: immersive? (interesting thought, beyond scope of this project)
  6. Dance pad
  7. Pressure sensors: tell if player falls outside
  8. Multiple choice clickers: everyone anonymously chooses where to go using clickers, person who is ‘it’ reveals majority. Majority rules. Last person to hop there is it.
  9. Dice: roll to determine where to go next
  10. Hanging metal course: monkey bars
Mechanics
  1. Dodgeball: working against other people on a similar court on one foot
  2. Tag squares: larger court, some squares for two feet, some for one
  3. Face-off cowboy style: First to center wins
  4. Race: go in parallel against other players
  5. Whack a mole; other players throw things onto the court, timer to how many you can hit
  6. Larger court, get as many flags as you can in the time given
  7. Sneaking: red light green light (tip-toeing)
  8. Squares disappear; flood?
  9. Hop back and forth over a border
    1. River?
    2. Country borders?
  10. Try to reach objects just outside of your reach in the squares
  11. Squares have two meanings; change on timed intervals
  12. Larger gaps between squares; jump onto islands
  13. “Golden snitch”: one person “it”, everyone else tries to catch them
  14. Throw cloth “glyphs” at other players’ squares; touching them when hopping incurs a penalty
  15. Teleport squares: appear at other parts of the board
  16. Large course with many secret boxes; secret boxes randomly contain different points, weapons, powerups, etc.
  17. Play in a cornfield; duck down in corn to hide from person who is “it”
Aesthetics
  1. Piano keys
  2. 12 pubs from World’s End
  3. World’s countries
  4. Leaves on a tree: don’t fall out of the tree
  5. Pirate ships: swing to different ships
  6. Moon walking
  7. Diving suit; walking underwater
  8. Islands in an archipelago
  9. Perspective shift: tops of very high buildings
  10. Wizard’s magic circles
  11. Different planets in solar system
Story

  1. Giants stomping around a town without hitting people
  2. Floor is lava
  3. Cops and robbers
  4. Superheroes vs supervillains
  5. Prison escape
  6. Holiday shoppers
  7. Chefs collecting ingredients for a dish
  8. Paparazzi trying to get the best shot
  9. River hopping; hop back and forth over a river
  10. Between solar systems, delivering things, battling: “warp drive”
  11. Ghosts: hop back from the grave to haunt the living
  12. Running from the kraken

[Excerpt from discussion log]
[Dev] It's such a simple game–we should probably start by changing the mechanic. Let's ignore aesthetics and story until the fun part's solid.
[Red] I guess that makes sense... as long as we get wizard battles in there. Wizards are fun. On that note we should avoid anything too complicated technologically.
[Dev] Oh come on, you were all for the Oculus Rift/dance pad combo. It was such a cool idea!
[Red] Well I'm not building it. We're on a deadline.
[Dev] It can't take that long. You're supposed to be an engineer, right?
[Red] Why did they hire you again?
[Dev] Someone's got to be diplomatic.

R&D: Re: "Hopscotch"

Marketing: Maybe if you provided us with age-appropriate human volunteers* we wouldn't have this problem.

[edit: Dev] My apologies, Marketing. What my partner means to say is that Testing's studies have shown that when presented with a new game, many university-age students are roughly equivalent in attention span and mental activity to elementary-age humans. We should have no trouble with our current batch of volunteers*.

*as defined by Central Orion Arm Trading Company (COATC) Human Resources

R&D: Hopscotch [1] Preliminary Research

Project Declaration: How do we improve Hopscotch?
Chosen Intended Audience: College students

After preliminary research, we have concluded the following positive and negative elements:

Positive
  • Simple rules; easy to learn
  • Easy setup: chalk, stone “shooter” for throwing
  • Can be played solo or with a group
  • Main mechanic involves balance; enjoyable exercise
  • Changes difficulty slightly as you progress on the course


Negative

  • Turn-based makes it slow for other players
  • If player is successful, they can keep playing and win without anyone else getting a chance
  • Adding more than a few players makes the game take an increasingly long time
  • Becomes rather easy after practice
  • Mistakes puts player out of the game for a long time (until said player's next turn)
  • Game board not particularly interesting


[Excerpt from discussion log]
[Red] Look at how simple the board is. No wonder people don't like this game. This should be the first thing to go.
[Dev] It's a children's game, Red... its primary function is to improve basic motor skills in younger humans; it's not supposed to be complicated. Calm down. We're in hot water as it is thanks to your little stunt with the first post.
[Red] So you'll write the next one, then?
[Dev] ...fine

Stated problem: Hopscotch only engages each player on their turn which, depending on their skill, could be either incredibly long or incredibly short. How do we make hopscotch more engaging for all of the players?

Thursday, January 16, 2014

Introductions: R&D

We were informed that our department is required to post frequent updates to the company's media outlet. Our numerous appeals to the effect that we don't need another job on top of our already absurdly heavy workloads have been denied, however, and I lost the coin toss so here I am.

Hello, I'm Red. My partner Dev and I are responsible for the development of new games, diversions, and technologies that may one day be released unto the unsuspecting masses. Or, rather, that would be the case if we hadn't been ordered to document our work in a public space. I'll never understand bureaucracy. 

On that note, I'm honestly a little surprised that we don't seem to have a more experienced supervisor on our team. Well, I am absolutely sure the Director knows what they're doing...