The 2017 Halloween Game Expo was the first time I showcased any games since graduating college. It came at a great time: I was already remaking Qualdrin and this was the kind of milestone I needed. I'll be breaking down the lessons I learned into several articles, since I felt each deserved its own attention. Starting off is the feature I had the highest hopes for: the Bottom Feeder.
(To get familiar with the game, check this video of the older version.)
What is skeuomorphism?
Back in my sophomore year of college I created a competitive creative story-telling card game called Cardbored Box (before "Cards Against Humanity", "Superfight" and the like. I was original, I swear!). I later went on to digitize the game so it could be played anytime. However, I was never too happy with the design but couldn't figure out what was holding it back.
Then earlier this year, I found a Nelsen-Norman Group article that mentioned "skeuomorphic design". They said:
In digital design, a skeuomorphic design is an object that has unnecessary, ornamental design features that mimic a real-world precedent. Skeuomorphic designs are intended to help users understand how to use a new interface by allowing them to apply some prior knowledge about that precedent.
Now I have a new perspective of what I did to design the digital game and how skeuomorphism negatively affected it (though not all skeuomorphic designs are bad).
I am extremely proud to finally have another game with greater accessibility features (the first being Qualdrin with its remappable controls). I'm putting my money where my mouth is. Beginning with Version 1.2.1, CardBored Box will be easier to play for those with low vision or blindness.
Had a good weekend and updated CardBored Box. With Wild Cards implemented you can now play the game to its fullest!
What better way to start the new year than to get some games back up and running. (Probably a lot ways, but that's not the point.)
If you missed Jupitelite you can go play it again.
If you recall, I talked about another HTML5 I was making. It's a digital version of a card game I made back in my freshman year at RPI. It's called CardBored Box.
How do you play? Well that's coming later. I got lots of other things to do today so I will be providing more details later.
HAPPY NEW YEAR!
It's been awhile, hasn't it? I had plans all the way back in May but nothing has happened. So what did happen?
April has come and gone. If you remember my previous blog post, I set some goals that month for Qualdrin. Well how did it go?
Today, I am going to announce some big plans for Qualdrin! The Student Game Showcase of GameFest 2014 will be April 25. I submitted Qualdrin and I am hopeful that it will be displayed along with some other great games. To prepare, I am addressing a concern that came up during my latest playtests: Adding more fun.
Fun is very tricky, especially in this game because many players continually request power-ups and more abilities to add more fun. I am reluctant to make those kinds of changes and I will try explain my reasons in a future Deep Reflection post.
But I am confident these new plans will help satisfy my players. First things first...
Nothing beats seeing something in action rather than just reading about it. That's why I have been working on turning my Smartphone Shooting Gallery concept into a short, playable game. Going from concept to reality involved making a few tweaks and elaborating on features not previously mentioned, but the heart of the experience remains the same.
You can check out the progress I made so far in a demo video below. There will also be an accompanying page on this latest iteration in the future. View the Smartphone Shooting Gallery page for more details on this project.
I'm Gerald Franklin, an aspiring game and interface designer.