Controller Destroyers
Aesthetics of Play
Controller Destroyers was a whole lot of fun. When playing against other people, it's truly exhilarating. The main aesthetics of play integrated were competition and challenge. The "fun" part of it comes from playing against another person.
Brainstorming
Before creating Controller Destroyers, my partner and I knew we wanted to create a quick play game in which two people compete against each other. We found that the most unique and fun way to do this is in the form of raw simple button mashing. The concept of button mashing is universal and anyone can hop in to play. Controller Destroyers creates tension and excitement in players resulting in a fun and competitive experience.
Challenge and Competition
The game's challenge comes from playing against another person. Two random people are likely to be able to mash a button at approximately the same speed. This makes every match as competitive as the people playing. There's no inherent challenge in the game because the task is relatively simple. The challenge is relative to the person's familiarity of the controller, reaction time, and overall dexterity. Over the course of testing our game with multiple people, we realized that the skill difference between certain groups of people are very large. Some people are completely unfamiliar with the controller used while others have grown accustomed to it through years of gaming. This is balanced out with the handicap modification in the options menu which we added in a later version.
Intuitive Control
Apart from the in-depth instructions, Controller Destroyers is an easy game to learn by playing. During play as a button flashes near the top of the screen, it draws attention and urges players to push the button. That's all there is to it.
Procedures
Title Screen - Procedures on the title screen are very self explanatory and easy to understand
Input and Output Devices
The first input required is the mouse. When the game is first started, the player must use the mouse to navigate to the options, instructions, or the game. During the actual "play" part of the game the main input is two XBox 360 controllers. Each player uses the controller to gain score and eventually win.
Game Mechanisms
The game mechanisms present are centralized around fast paced matches and easy replayability. Button mashing is the most prominent game mechanism during the play phase. Another prominent game mechanism is the actual requirement to win. In order to win, a player must increase the difference in clicks between his/her competitor to ~20 clicks. This allows for more variety and competition and increases the possible match time. In the options menu, the players are able modify multiple aspects of the game.
Rules
Problem and Solution correlate based on number
Problem:
Brainstorming & Challenge
Much like Controller Destroyers, we wanted to create a game that was competitive among friends and quick to play. Most of the inherent challenge of the game also comes from playing against human opponents. Also, Tank Battles has an added challenge of mobility and aim. You must hit your targets while dodging enemy bullets.
Procedures
Tank Select Phase
The first and only input requirement is an XBox 360 controller. There can be up to four people playing at the same time in an all out battle royale. The outputs of the game, besides the monitor, are controller vibration, which activates when frozen or stunned.
Game Mechanisms
The game mechanisms present are centralized around fast paced matches and easy replayability, much like Controller Destroyers. While playing, a greater amount of strategy and skill is required to win. To win, you must be the last tank alive. To do this, you can utilize any power ups or weapons to do so. Each tank has their own unique abilities, strengths and weaknesses and you must play to maximize them.
Rules
Near the beginning development stages, there was only one tank and the game was solely based on power ups. The game was very bland. After critiques, we have eight tanks, power ups spawn from walls, each tank has unique and innovative abilities and a description to go with it. A big part of critique was balance. There was multiple times that a tank was much more powerful than others and I had to tweak the powers of each tank to make the game fair while keeping the feel of the tanks individually powerful and fun. This single thing that people asked for was more tanks. That's what I did. As of right now, there are 8 tanks in the game up from the original one bland tank. You can see them in the pictures below.
Aesthetics of Play
Controller Destroyers was a whole lot of fun. When playing against other people, it's truly exhilarating. The main aesthetics of play integrated were competition and challenge. The "fun" part of it comes from playing against another person.
Brainstorming
Before creating Controller Destroyers, my partner and I knew we wanted to create a quick play game in which two people compete against each other. We found that the most unique and fun way to do this is in the form of raw simple button mashing. The concept of button mashing is universal and anyone can hop in to play. Controller Destroyers creates tension and excitement in players resulting in a fun and competitive experience.
Challenge and Competition
The game's challenge comes from playing against another person. Two random people are likely to be able to mash a button at approximately the same speed. This makes every match as competitive as the people playing. There's no inherent challenge in the game because the task is relatively simple. The challenge is relative to the person's familiarity of the controller, reaction time, and overall dexterity. Over the course of testing our game with multiple people, we realized that the skill difference between certain groups of people are very large. Some people are completely unfamiliar with the controller used while others have grown accustomed to it through years of gaming. This is balanced out with the handicap modification in the options menu which we added in a later version.
Intuitive Control
Apart from the in-depth instructions, Controller Destroyers is an easy game to learn by playing. During play as a button flashes near the top of the screen, it draws attention and urges players to push the button. That's all there is to it.
Procedures
Title Screen - Procedures on the title screen are very self explanatory and easy to understand
- Click "Play" to play the game
- Click "Instructions" to view the instructions
- Click on the gears to view the options menu
- Press the correct button on the screen with your controller to increase your score
- Press the incorrect button to be penalized with a score reduction
- Move the energy bar to the opposite side to win
- Click the "Next" button to view the next portion of the instructions
- Click the "Back" button to view the previous portion of the instructions
- Click the "Main Menu" at the end of the instructions to go to the main menu
- Right click on the mouse anywhere on the screen to play again
- Left click on the mouse anywhere on the screen to return to the title screen
- Left click on the "Advanced Results" button to view the advanced results
- Right click on the mouse anywhere on the screen to play again
- Left click on the mouse anywhere on the screen to return to the title screen
Input and Output Devices
The first input required is the mouse. When the game is first started, the player must use the mouse to navigate to the options, instructions, or the game. During the actual "play" part of the game the main input is two XBox 360 controllers. Each player uses the controller to gain score and eventually win.
Game Mechanisms
The game mechanisms present are centralized around fast paced matches and easy replayability. Button mashing is the most prominent game mechanism during the play phase. Another prominent game mechanism is the actual requirement to win. In order to win, a player must increase the difference in clicks between his/her competitor to ~20 clicks. This allows for more variety and competition and increases the possible match time. In the options menu, the players are able modify multiple aspects of the game.
Rules
- Players must use a controller in the play phase
- During play, although there is nothing preventing one from pressing the wrong button, pressing the correct button is the only way to gain score, increasing your chance of "winning" by the game's definition
- Rules are not heavily enforced as players might compete in Who can press the wrong button faster? or Who can be most accurate? A win can and probably will be defined by the player.
Problem and Solution correlate based on number
Problem:
- Some people differ in skill level
- Sounds were obnoxious to certain people
- "I want to see how I did"
- Added ability to change the power of the 2 players or adjust the speed
- Added the option to turn off sound and changed the sound effect itself
- Created an "Advanced Results" page where players can view detailed statistics based on the previous match
Brainstorming & Challenge
Much like Controller Destroyers, we wanted to create a game that was competitive among friends and quick to play. Most of the inherent challenge of the game also comes from playing against human opponents. Also, Tank Battles has an added challenge of mobility and aim. You must hit your targets while dodging enemy bullets.
Procedures
Tank Select Phase
- If you have the third or fourth controller - press start to join in
- Move the tank turret with the right stick to get a better view of the tank
- Switch tanks with the left stick
- Lock your tank in with the A button
- Move your tank around with the left stick
- Aim the tank turret around with the right stick
- Shoot other tanks to reduce their health
- Shoot walls to destroy them
- Pick up the power ups to change attributes of your tank
The first and only input requirement is an XBox 360 controller. There can be up to four people playing at the same time in an all out battle royale. The outputs of the game, besides the monitor, are controller vibration, which activates when frozen or stunned.
Game Mechanisms
The game mechanisms present are centralized around fast paced matches and easy replayability, much like Controller Destroyers. While playing, a greater amount of strategy and skill is required to win. To win, you must be the last tank alive. To do this, you can utilize any power ups or weapons to do so. Each tank has their own unique abilities, strengths and weaknesses and you must play to maximize them.
Rules
- Players must use a controller in the play phase
- You cannot move outside of the screen bounds or inside walls
- When you die, you must wait until the game resets
- You must pick a weapon up to change your weapon
Near the beginning development stages, there was only one tank and the game was solely based on power ups. The game was very bland. After critiques, we have eight tanks, power ups spawn from walls, each tank has unique and innovative abilities and a description to go with it. A big part of critique was balance. There was multiple times that a tank was much more powerful than others and I had to tweak the powers of each tank to make the game fair while keeping the feel of the tanks individually powerful and fun. This single thing that people asked for was more tanks. That's what I did. As of right now, there are 8 tanks in the game up from the original one bland tank. You can see them in the pictures below.