For this sprint, I primarily worked on designing the game for a paper prototype.
These were the cards assigned to me, all of which were completed.

My ultimate goal was to have a paper prototype to turn in, which I was able to complete. The individual tasks that I were assigned primarily had me working on designing the systems and overall rules of the game to best capture the game concept on paper.
The point system was the first thing I worked on. I decided to have two systems - one that was the players earned points, or level points, and the other was rage points, which determined how close the human was to putting the player back in the cage (the losing condition). I landed on one method that I felt best demonstrated that bigger risk, bigger reward - the multiplier and number of d6 rolled. This number rolled would be used to determine how many rage points were earned (meaning a bigger or more risky task would earn more rage points), but this number would also be multiplied to determine how many level points were earned (meaning that a more risky task would also yield in the most reward, or points). This is how I translated this concept of the game over to paper.
Next was creating a list of actions to be performed by the player. I based these off of my own pet parakeet, named Chicken, and what behaviors he did most often and how much they either annoyed me or entertained me. Pooping, for example, is pretty annoying (as it is simultaneously gross and tedious to have to clean up), so the risk was the second highest of the actions I created. However, vomiting (in reality, regurgitation, but vomiting gets the point across better) is much more annoying and concerning, as well as tedious to clean up, so I made this action the riskiest of all of the actions. In addition to this, I created a condition that could reduce the amount of rage points earned, based on the experience I have. This condition, where the player eats the regurgitation, in reality is actually something that makes me less annoyed when Chicken performs this action. Eating the regurgitation means less clean up (although there is still a bit of a mess left, it’s better than a pile of regurgitated seeds on my phone). This task was definitely the most fun to complete and in addition, it is realistic.
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| A photo of Chicken, the inspiration for Bird Brain. |
My final specific task was to create the rulesheet. The rulesheet was fairly simple to make, and just required some proofreading to complete. I took my points system and action list and combined them into the rulesheet, and added a description of how the point system worked (rage points cannot exceed 30, interacting with props adds x points, etc). Finally, I created a “special event” - the event that contributes to the losing condition. This was the fight between escaping the cage and your human, of which I created an action the player can perform in order to determine whether or not they escape. This action was rolling 2 D6 3 times and having to get higher than a certain amount in order to escape. I wanted something that could simulate something like a quicktime event or rapid tap (or at least the feeling rather than the technique). Additionally, I explained the ending condition so that players could have an end goal.
One of the biggest problems I found was communicating exactly what I wanted to my teammates. Since I am the game lead, it was up to me to assign tasks to my teammates to create the prototype i had in my mind, however I did not communicate exactly what I wanted so the product i was given wasn’t exactly what I had hoped for. Thankfully, I was able to get my group together to create a playable prototype so we could then go in and fine tune details.
Another problem, the very first problem, I encountered was converting a simulation game into a paper game. I found that I didn’t want to use a TON of RNG, but ultimately I didn’t want to set exact points to actions and risk since in the game, these won’t be set as there are factors that will affect the outcome. I ended up using D3 and D6 as well was a multiplier to create a range of points so the player doesn’t have a 100% random playthrough. This also helped with my concept of high-risk high-reward that I wanted to include in this prototype.
In the future, I hope to have more done and in more areas such as programming or modeling. I also hope to be able to better manage my team and better communicate with them.