What is Queen's Cup
Responsibilities
- Create card prefab, from type, ruleset, image, and overlay.
- Clean up & standardize UI art in Photoshop.
- Make UI responsive, no matter the device.
- Test on Android and iOS.
Creative Process
Goals
- Create a fun, modular, multiplayer experience.
- Spend some quality time with friends.
Features
- Randomly generated card and ruleset each playthough.
- Playable and responsive on PC and mobile.
Constraints
- Only have a weekend to meet up and work with the group.
1) Make a simple concept that allows for rapid iteration and testing.
2) Allow for modularization, if we wanted to continue this project.
1) Card game
Thought Process
Going off of the game “King’s Cup”, our game just takes a standard deck of cards, and applies a set number of rules per card. This allows us to rapidly test each rule to make sure that it isn’t essentially a clone of another rule. This also sets us up for a quick prototype to build test pipeline, as the game itself is quite light. Since there’s no real winner to speak of, the game can have as many players as they’d like (so long as it’s under a standard deck’s amount) and go on for as long as the players want.
Results
Once we had a general prototype of the game up and running, which took about 2 hours, we essentially had a working copy of the game. Which then lead to rapid testing and balancing, but most importantly, a good time had by all.
2) Card template
Thought Process
The card class contains info regarding the suit, number, image, and rulesets associated with it. While the cards could be expanded beyond the standard 52 deck, for balancing and accessibility purposes, this was the assumed set. Because of this, the only notable differences in cards would be the ruleset, which is a list that can be expanded on at any given point, and is randomly selected anytime a card is picked by a player. Although not used in-game, there is also the option for theming, should we want to change out the images or only select certain rulesets.
Results
The card template works wonders for the simple 52 deck, and beyond. Rules can be easily added by designers from there.
We had a weekend to work, we finished in 8 hours. Most of the time was taken up by writing rules and balancing them. Those who played the game had loads of fun. What was most surprising is the game had 0 bugs to be had. Granted, the concept is quite simple, but that came as a shock to all of us.
Teammates
- Chris Ravosa: Programmer
- Bailey Villipart: Game & Systems Designer
- Dillon Lane: Game & Systems Designer
- Melissa Chodziutko: Artist