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Game Interaction Storyboards


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Game Interaction Storyboards

  1. 1. Handheld Augmented Board Games Game Interaction Storyboards
  2. 2. Settlers of Catan
  3. 3. Task Overview• T1: Board setup at start of game• During every player turn: • T2: Roll dice and collect resources • T3: Trade resources among players • T4: Take actions and spend resources• T5: Special case of T2 in case a 7 is rolled
  4. 4. TI - Setup• Board setup is performed once at start of game• Two alternatives: • Player-chosen lay-out (needs to be input into the device) • Auto-generated lay-out (needs to be rebuilt using the physical tiles)
  5. 5. T1 - Setup (a) First, Freddy comes up with a board lay-out and constructs the isle of Catan using the hexagonal tiles.
  6. 6. T1 - Setup (a)He then places the numbered tokens on each land tile, within the hollow frame marker.
  7. 7. T1 - Setup (a)Finally, he scans the marker on each tileas well as the numbered token, to inputthe board lay-out into the game engine.
  8. 8. T1 - Setup (a) He scans the tiles according to a fixedpattern, to map the physical board lay-out to the digital one.
  9. 9. T1 - Setup (b)Alternatively, Freddy can have thehandheld generate a board lay-out (=> no scanning required).
  10. 10. T1 - Setup (b)He then lays out the board according to the lay-out shown on the handheld
  11. 11. T2 - Collect resources• Performed by each player at the start of his turn• Depending on the result of the dice roll, resources are distributed among all players automatically
  12. 12. T2 - Collect resourcesIt’s Freddy’s turn now. To begin, he rolls the dice.
  13. 13. T2 - Collect resourcesHe rolls a 3. To inform the game engine hereof, he scans the result of his roll.
  14. 14. T2 - Collect resources Freddy has a settlement adjacent to a‘hills’ tile with a number 3 token on it, so he receives 1 ‘bricks’ resource card.
  15. 15. T3 - Trade resources• During his turn, a player may trade resources with other players• Another option is to trade resources with the bank (not shown here, requires only interaction with handheld)
  16. 16. T3 - Trade resourcesFreddy is in need of ‘wool’ and has got some ‘ore’ to spare, so he verballyproposes a trade to the other players.
  17. 17. T3 - Trade resourcesJeffrey has agreed to trade wool for orewith Freddy. They use their handhelds to perform the transaction.
  18. 18. T4 - Perform actions• Now, the player can perform actions with his resource and development cards: • Build a road or settlement • Upgrade a settlement to a village • Buy a development card • Play a development card bought in an earlier turn
  19. 19. T4 - Perform actionsFreddy has some resources to spend! He starts by building a settlement.
  20. 20. T4 - Perform actionsSettlements are built at intersections of 3 hexes. He scans the desired position to inform the handheld (which can also tell him if he is allowed to build there), by scanning the 3 hexes at the same time.
  21. 21. T4 - Perform actionsHe then places one of his settlement playingpieces on the chosen position. The required resources have been paid automatically.
  22. 22. T4 - Perform actionsHe remembers he bought a development card earlier, that allows him to build a road for free, so he plays this card.
  23. 23. T4 - Perform actions As roads are built on edges betweenhexes, he scans the two hexes adjacent to the road position.
  24. 24. T4 - Perform actionsHe then updates the game board byplacing one of his road pieces on the chosen position.
  25. 25. T4 - Perform actionsFinally, he decides to buy another development card. After this, he ends his turn.
  26. 26. T5 - Move robber• If a player rolls 7, no resources are collected, but the robber piece is moved: • The tile upon which the robber is placed does not provide any resources • Players with more than 7 cards are forced to discard half of them • The player that moved the robber steals 1 reosource from a player with a settlement adjacent to the new robber position
  27. 27. T5 - Move robberOn his next turn, Freddy rolled a 7. Hemoves the robber piece to a tile next to Jeffrey.
  28. 28. T5 - Move robberHe informs the game engine of the newrobber position by scanning the robber and its tile.
  29. 29. T5 - Move robberFinally, he receives one of Jeffrey’s resource cards.
  30. 30. Power Grid
  31. 31. Task Overview• Power Grid is played in rounds, each of which consists of 5 phases: • Phase 1: Determine player order => automated • Phase 2: Auction power plants => T1 • Phase 3: Buying resources => T2 • Phase 4: Building => T3 • Phase 5: Bureaucracy => T4• Ongoing: Check player info => T5
  32. 32. T1 - Auctioning Plants• Players buy power plants through auctions• One can have up to 3 plants (new plants replace older ones)• One does not have to buy a plant each turn• Each player can start an auction or pass• During an auction, each player that did not already buy a plant or pass up on the chance to select one, can bid or pass• Auctioned plants are automatically replaced with new ones
  33. 33. T1 - Auctioning PlantsFreddy selects a power plant to auction, using his handheld.
  34. 34. T1 - Auctioning Plants He enters his starting bid.
  35. 35. T1 - Auctioning PlantsNow the other players get a chance to bid on the plant, or pass. Bidding continues until one player remains.
  36. 36. T2 - Buying Resources• Players then buy resources, starting with the weakest player• As resources are bought, prices go up• Players then assign the resources bought to their power plants• A plant can store up the twice the amount of resources required for power production
  37. 37. T2 - Buying ResourcesFreddy buys the resources for the newpower plant he won during one of the auctions in the previous phase.
  38. 38. T2 - Buying ResourcesAnd he assigns them to the new power plant.
  39. 39. T3 - Building• Players need to connect cities to their grid to power them• They place buildings on the map, this represents their grid• The cost of a building is the base cost to build in a city plus the cost to connect it to the player’s grid• The map is graph with nodes and weighted edges
  40. 40. T3 - BuildingFreddy scans the city he wants toconnect to his grid. His handheld indicates the building costs.
  41. 41. T3 - BuildingFreddy confirms the build. The costs arepaid automatically. He then places one of his house pieces on the chosen city.
  42. 42. T4 - Bureaucracy• Players declare how much cities they will power and which power plants they will use• Income is automatically distributed among the players• Resources are automatically removed from the plants and the resource market is automatically resupplied
  43. 43. T4 - Bureaucracy Freddy selects the plants he is going touse to power the cities connected to his grid.
  44. 44. T4 - BureaucracyFreddy automatically receives the income generated by the powering of the cities.
  45. 45. T5 - Player info• All information is public in Power Grid• Players may inspect eachothers power plants, resources and cash at any time• This functionality can be proved as info screens in the app• Or one could try to show it using augmented reality, using the handheld as ‘magic lens’
  46. 46. T5 - Player infoA possible game setup for the augmentedreality case: every player has a handheld, player marker and house pieces.
  47. 47. T5 - Player info By scanning another player’s marker,Freddy can get AR information on that player’s plants, cities, money, ...
  48. 48. Settlers of Catan: misc • Empires of Catan: • Settlers of Catan combining several boardgame play instances • Foreign trade between board gaming groups over Internet • Alliances of playing sides over internet competing locally on boardgame islandsIdea source: idc/ituniv/kurser/06/uc/ppt/pervasive_games.pdf
  49. 49. Settlers of Catan: Misc• Thesis “Joining Bits and Pieces”: proposes computer enhanced interactions in games• Some that could be applied in Catan: • Espionage: get (some) info on player’s hand • Anonymous trading: players indicate what they want and what they’ll give => computer tries to match up these offerings
  50. 50. Power Grid: Playtest• First time is hard, since you don’t know any tactics/strategy yet• Bidding is an important part• Quite some information available and required when devising strategy => way this will be presented to the player is a vital aspect
  51. 51. Power Grid: Playtest• One player needs to play bank: • Return change to players • Make sure the correct amount is received• Tedious => automation desirable
  52. 52. Power Grid: Playtest• When a power plant is bought, a new one has to be added to the game• At various points, power plant cards need to be put back in the deck; thrown out of the game; reordered according to price• Automating this would relieve the players of this task
  53. 53. Power Grid: Playtest• Players tend to connect multiple cities in one go: • Keeping track of current cost while adding cities makes things easier • Can prevent not having enough money • Cities that can still be connected could be shown to players
  54. 54. Power Grid: Playtest• Players tend to plan ahead which cities they are going to connect: • Actions of other players can interfere with this • Planning function: already enter which cities you would like to connect => if this is still possible when it is your turn, this plan could be executed immediately; otherwise, the player needs to adapt it