demon buddy

demon buddy is a story about a young boy who is very lonely and ends up summoning a demon to be his best friend.

Interactive animation final reflection

  1. Loop Animation: I found the loop animation a little challenging because drawing Fram for Fram is definitely not my strongest suit, but it still definitely came out the way I wanted it to. Making an interactive children’s coloring book was my main goal so making it a simple design was a little rewarding for me, but creating a story within the loop was a challenge. Overall, I think it came out fairly well and Im happy with it.
  2. Interactive Poster: I am really happy how this one turned out I liked the poster I designed a lot and the new program I learned. Zap works was super easy to use and I can’t wait to do more with it. My AR I am pretty proud of too it cam out clear and easy to use , was definitely fun.
  3. Interactive Narrative: I had a hard time coming up with this one and which way to go with it. I ended up making a clicking game to lead you to new goals the more you make. I used Scratch and was able to make a clickable cat with particles and upgrades. I want to take this project farther and use it possibly in game design 2 and add many other features and options to it.

Animation Finals

Poster:

file:///Users/sarahjuristy/Desktop/College%20+%20Univeristy/RMU/web-design/iceland.html

Interactive narrative:

file:///Users/sarahjuristy/Desktop/College%20+%20Univeristy/RMU/web-design/bugs-homepage.html

360:

file:///Users/sarahjuristy/Desktop/College%20+%20Univeristy/RMU/web-design/toy-box.html

Loop:

Final Chakra Crusade Updated

Chakra Crusade

Objective: 

The objective of Chakra Crusade is to align all 7 Crystals in their designated Chakra Rows by the end of the game to reach total enlightenment and harmony. 


Components:

  1. Action Card deck
  2. Color coded crystals (7 per color, total 35 crystals)
  3. Game board

Set up: 

This game can be played with 3-5 players

  1. Each player chooses:
    • 7 crystals of their chosen color.ย 
  2. Then players set 1 of each crystal in the start positions of each chakra path.
    • Start positions – are marked with a lotus symbol
    • Chakra Paths – are the color-coded rows leading toward the center.
    • Aligned Chakra position – are the central spaces marked with each Chakraโ€™s symbol.
  3. Then shuffle the deck of cards, and deal 3 cards to each player. Then set the deck near the board.ย 

Start of the game: 

  1. The calmest player goes first. Each player briefly states why they believe they are the calmest; the group decides.
  2. Turns proceed clockwise.
  3. Each player must play 2 actions on their turn.
    • Actions may be:
      • Off-card actions (no card needed)
      • On-card actions (action on the card)
    • After playing cards, place them face-up in a discard pile.
    • At the end of your turn, draw until you have 3 cards in hand.
    • If the deck runs out, reshuffle the discard pile.

Actions include 

OFF card actions: 

  • Moving: You may move ONE crystal ONE space forward.
  • Meditation: Discard one card you dislike, and pick a new card from the deck.ย 

ON card actions: 

Movement:

  • Flow state: Move ONE of your crystals 2 spaces forward.
  • Chatarunga Down: Move one of your crystals back 1 space. Then move a different crystal forward 2 spaces.
  • ย Energy surge: Move 2 different crystals 1 space forward each.
  • Friendly Flow: Choose one player. That player moves ONE of their crystals forward 2 spaces
  • Counter Flow: Reverse the direction of gameplay (if going clockwise, now go counter clockwise)

Sabotage:

  • Blocked Energy: Move ONE target opponentโ€™s crystal back 1 space.
  • Skipping yoga: Skip any playerโ€™s turn (choose your target)
  • Still Mind: everyone moves ONE crystal 1 space backward except YOU
  • Vinyasa: Swap one of your crystals with one opponentโ€™s crystal.

Defense (can be played anytime)

  • Shield of calm: Use this card to ignore any setback that has been played against you.ย ย 
  • Karma: Deflect a sabotage, and the player who tried to sabotage you gets the setback themselves.ย 

Important: Crystals can only move forward in their current Chakra Path. They cannot switch Chakra Paths .


Beyond first round:

Your goal is to place 3 crystals into the center aligned spot of each Chakra Path.

Aligned Chakras cannot be affected by any card once earned.


Winning and Losing:

  1. The player who has aligned all 7 Crystals in the center Chakra spots first has to announce:ย 

โ€œI am Enlightened!”

They win immediately.

If multiple players complete their seventh token on the same turn, all are enlightened and share the win.


Documentation for The Jammers!!

  • Game rules
  • The Jammers!
  • Madison Hurst
  • Objective
  • Make the most valuable jam recipes by combining various fruits and spices before the deck runs out! The player that reaches 30 points in recipe combos wins!
  • Ideal player count is 3-4.
  • Materials Needed
  • Strawberry cards
  • Blueberry cards
  • Peach cards
  • Vanilla spice cards
  • Mint cards
  • Basil cards
  • Ginger cards
  • Special action cards 
  • Jammer Scoresheet and pencil (to add up points as you go)
  • Setup
  • Shuffle all the deck of cards 
  • Deal 5 cards to each player
  • Place the remaining deck in the center of the table, face down (this will be the draw pile) 
  • Right next to the draw pile will be the discard pile (these cards can face up when once a pile starts to form)
  • The person who was last to eat a piece of fruit recently will go first! (if you can remember the tallest will go)
  • The turns will go clockwise 
  • Play overview
  • A players turn will consist of three phases (draw phase, action phase, and cleanup phase
  • Turn Order
  • THIS IS THE START OF YOUR TURN
  • Draw Phase:
  • Draw 1 card from the draw pile
  •  Action Phase:
  • Choose one of the following actions:
  • Complete recipe
  • If you have a the correct spice and fruits then create a Recipe Combo from your hand (e.g., โ€œBlueberry blissโ€ needs blueberry  + vanilla)
  • Recipe Combos stays in front of you for final scoring.
  • Action card
  • Play an action card then discard it 
  • Discard a Card
  • If you donโ€™t like what you see, you can get rid of a card that is in your hand to the discard pile. 
  • Cleanup phase:
  • After every player’s turn, you must have 5 cards in their hand.
  • There must be 5 cards in your hands, no more and no less
  • This goes for action, fruit, and spice cards.
  • Write down how many points you have after your turn (if possible)
  • For example: You pick up 1 card (6 cards in your hand). Then, play a recipe combo which includes three cards played. Leading you to pick up 2 cards from the draw pile.
  • For example: You pick up 1 card (6 cards in your hand). You still donโ€™t see a recipe combo or action card that you like. You will then discard a card of your choice, and that would get you back to 5 cards. 
  • ***See more details in the action card key about how it affects the hand limit
  • YOUR TURN IS THEN DONE. 
  • Reshuffle
  • If the deck runs out of cards, reshuffle all of the cards except the completed recipe combos from each player. 
  • Recipe Key:
  • Strawberry jam (strawberry + cinnamon) 4 points
  • Blueberry bliss (blueberry +vanilla) 5 points
  • Peach sunrise (peach + ginger) 4 points
  • Mixed berry (strawberry + blueberry + mint) 6 points
  • Perry jam (strawberry + peach + basil) 7 points
  • Tri preserve (strawberry + peach + blueberry + any spice) 7 points 
  • Berry sweet (two fruits + cinnamon) 3 points 
  • Earthy herb (any fruit + basil) 4 points 
  • Action Cards:
  • Bunny attack: choose a player and they have to discard one fruit (player that discard their fruit must pick up a card from the draw pile)
  • Farmers market: draw two cards next turn instead of 1 and place card the 2nd card that was not used under the draw pile. Cards can be played the following turn.
  • Fruit poacher: steal 1 random card from another players hand (the player that was stolen from must pick up a card from draw pile)
  • Another man’s trash, is another man’s treasure: swap one fruit from your hand with one from the discard pile 
  • Jam Packed: Whatever recipe combo that you create on your turn will be doubled (tri preserve is originally 7 points, but would be 14 points with the Jam Packed card)
  • Win/Lose
  • The Game ends immediately when the player reaches the set number of JAM points (30) or over, and will be the TOP JAMMER!!!!!
  • Tiebreakers:
  • Most completed recipes
  • Most fruits used overall
  • If still tied, both share the victory as co JAMMERS!!
  • Photos of:
    • the game when setup 
    • details of the pieces
    • any process photos โ€“ making
    • any design iterations โ€“ changes to the board, cards or pieces
  • An overview of changes made
  • An overview of changes to make
  • Your thoughts and lessons learned from play testing

During the course of this design, it went through many reworks. From fixing confusing directions, card size, amount of cards in each category, and changing how a players turn would work. I am pretty proud of what I reworked and testing to see how fluid the game is. I strived to make the cards cut as neat as possible which was tedious, but I am proud of committing to that. Moreover, the game became more fluid once I changed the hand limit to 5 cards (no more or no less). My last change was adding more spices to give people more chances to make recipe combos, and adding a Jammer scoresheet.

Final Project: Spooky Detection Agency

For my final project I deiced to make a board game based on ghost hunting. This was the 3rd attempt for a game like that’s, as previous iterations were tough for users to understand. This one has a better quaily board, colored chacarer tokens and updated rules. I wanted to dye the players, however rit dye was extreamly messy and didnt adhere well, so alcohol based markers were a subsitute, otherwise all pewioces are 3-D printed or cardstock.