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Signals: 7
It has been a while since I have done a blog, so this is a catch up on several days.
We have been testing various versions of our game, including outside of BCT and getting other AUT students to help us test it. After doing this each time, we would change various things about it such as the number of cultists, the number of runes, the amount of weapons and defenses
We found that either 3 survivors and 1 cultist worked well as a short version of the game, or between 1-3 cultists and the rest survivors (out of 6) was interesting as it left the unknown amount of cultists.
Various numbers of runes were tried, and it was found that the number of players being equal to the number of runes being used was a good way to do it as it allowed for shorter games with less people.
As for weapons and actions, we tried several things such as changing actions and weapons into two different piles, allowing the player to choose which one they want but this lead to the cultists killing off the survivors near instantly as they would always pick a weapon.
I have also been looking into 3d models to print in order to represent the players.
Creative Technology Poster
In the creation of my poster, I was aiming for simplicity and creativity in order to convey a message of how the creation of the solutions to the problems we face should also be simplistic and yet creative.
 I chose a blue gradient in order to have a calm feeling around my poster. I feel that this adds to the feeling of simplicity as well, because I feel like a Creative Technologist should be calm and collected when creating their solutions to problems.
 I put the four words around the symbol in the middle as I feel like they are the four most important parts of creating a solution in Creative Technology.
Creativity: Creativity is a given. To come up with creative solutions, one must use creativity in order solve the problems that are given to them.
Reflection: After you complete one problem, one must use that experience of completing the problem, and all other that were prior to in order to complete future problems with ease and in a better fashion.
Positivity: A Creative Technologist must remain positive, even in the face of failure. To remain positive is to also have the strength to fail, adapt, overcome, improve and move on.
Prototype: While creating the solution to a problem, it is important to create prototypes in order to see if it is possible or functional as the solution. It is required so that if the prototype fails, you can kill the proverbial baby that was your original idea and then start again.
 The pattern that I made in the centre of the page represents what I consider the 4 most important parts of Creative Technology coming together in order to come to the solution. The many splitting paths represents a metaphorical number of time that a Creative Technologist will have to redo or change their state of mind in order to reach the solution to the problem.
Signals, Day 6:
Today we had a rather relaxed day as a few of us play tested with people from different groups while others developed different parts of the game style and art.
The play tests were interesting as the rules were unclear to the plays until I came along to explain them to them.

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Signals, Day 5: Part 2
Rules and for my game:
The aim of the game depends on which role you get at the beginning on the game. Survivors are wanting to activate a certain number of Holy runes or kill the Cultists. The Cultists are wanting to activate a certain number of Corrupt runes or kill the Survivors. The number of Cultists to Survivors is 1:2. The number of Runes needed to win for either side is equal to the number of players.
There is a 2:1 imbalance between Corrupt and Holy Runes. At the beginning on the game, Roles are given out, along side 3 random runes.
If there is more than 1 Cultist, they are revealed in secret to one another while everyone else covers their eyes.
The rounds are divided into 3 phases.
1st Phase: Runes. A Token is then given to one person, that person picks another to give them two runes out of their 3, the picked person then replenishes their own runes back to 3 while the person with the Token chooses which of the two runes they want to put down. Both the chosen person can say what runes were given, and they can also lie.
2nd Phase: Movement. Starting from the person with the Token, they can move their character from one room to another that is next to them. If they do move, the collect a random Action or Weapon card. If they do not move, they do not collect a random card. This phase moves clockwise from the person with the Token
3rd Phase: Action. Again, starting from the person with the Token, they can choose to use an Action based on what actions they have collected so far. If another player has an Action taken against them, they can use a Reaction in response. Action Phase goes clockwise from the person with the Token.
After the 3 Phases are completed, the Token is passed clockwise and begins from the 1st phase again.
Signals, Day 5:
Today we came together with our different game designs. Mine was a bit underdeveloped (I hadnât written out the rules, had a game board or prepared it at all really, but I had a general concept.) so I completed mine while Nate showed off his cluedo/paper scissors rock combination game and Dan showed off NBA basketball game where you roll dice.Â
Basil and Peterâs games were very incomplete to the point where I canât remember what they were, but apparently they were intriguing.
I eventually presented my game with an hour left in class. It is a vague combination of Cluedo, Secret Hitler and the card game, Mafia. It also has a few elements of D&D.
After presenting my game, we decided to use it as our primary one, and possibly change it in order to get good game balance.
Signals, Day 4:
Today we came together and talked about the possibility of basing a game around isolation, having the game board change through out the game as the players loose sections as their characters âforgetâ things blocking off certain areas.
This idea, while interesting, seems rather dark but has potential to be a great game. If we were to do it, we would need to be careful as to not offend people.
We are going to be designing separate board games to bring to the next lesson tomorrow. I am going to most likely do something Eldritch Horror related.
Signals, Day 3:
Today we decided to scrap the idea of doing a computer game simply based on our lack of ability to code and create a game given the short amount of time.Â
Instead, we have decided to use Nateâs original idea of a board game. This will be easier to create, but harder to give a theme of isolation or horror.
We have all gone away to research what we could do in order to make a board game horror themed to present to each other next lesson.
Signals, Day 2:
Today we reconvened and unfortunately did not get much work done as most of the class was taken up by jokes and us as a team getting to know each other better.
We ended the lesson by going off and doing research on different versions and sub classes of the theme of isolation.
We ended up researching Bulling, Outcasts, Racism, Drug Abuse and Grief.

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Signals, Day 1: New Teams
Today, everyone walked around with vague designs until people came together into groups.
I at first joined up with Nate and Dan, we went to a table and collected Basil and Peter.
We all had the idea of doing a horror/thriller based video game, with a theme of Isolation.
We ended the lesson by writing up our names and skills and putting them on the board.
Things that resonate with me
https://www.space.com/spacex-falcon-heavy-triple-rocket-landing-success.html
I find that Elon Musk landing all 3 of the rockets shows the progress of humanity and the advancements in space exploration as they managed to land the 2 side boosters in perfect unison with the 3rd rocket coming down as well. It gives me hope that they will be able to enable easier space travel.
https://www.youtube.com/watch?v=M4TMFCDfS5A
I have mixed feelings about âWhat a Wonderful Worldâ and the find the lyrics extremely impactful as I have a few very important and personal memories based around this song with the most prominent being dancing and singing with my mom in the kitchen and pausing slightly on the line âI hear babies crying, I watch them grow, They'll learn much more than I'll never know.â finally realizing the importance of that line and what it truly means.
https://www.youtube.com/watch?v=V1bFr2SWP1I
I used to love âSomewhere over the Rainbowâ as I learned to play this song on the ukulele constantly, singing it with a smile on my face. That mostly changed with my dad told me that he wants me to play it at his funeral and it has since become very melancholy as I realized that the song was about watching on from the afterlife.Â
Blog Assessment, Kolb Reflective Cycle
After creating the Overthrow the Decktator card game, it is interesting to look back at the tasks that we performed and reflect on the things that we created and made. Being given the simply task of âMake a Deck of Cardsâ was extremely intriguing to me, and working with like minded individuals was a enjoyable experience as we got on most of the time and when we didnât, it usually turned out for the betterment of the group as a whole. Being given a vague task with rules was a new experience for me. It also felt like it gave me very useful learning tools that will come in handy with later projects. This new experience included an increased ability to work with new people of whom I hadnât met before, practise in the creation of posters and stylised posters and pictures, learning when to step forth with my own ideas, and that some of the best ideas can be the most simple. This was mostly showcased when we ditched our original plan for a much simpler one that turned out better than the first one most likely would have.
 Our groups main goal was to bring together a 2 or more strangers and make them either friends or closer friends. Fun would also be incorporated as enticement to use our deck of cards as it is a useful and versatile motive. We, as a group, started brainstorming ideas that we could use and develop a deck of cards from. Our original idea was to isolate 2 people from one another in order to have them meet without any prior prejudices by hanging a curtain between them or putting them in booths and passing cards between each other. This idea was scrapped as it would have most likely taken far too long, and so we brain stormed several other ideas, until we came across the basses of what would become Overthrow the Decktator. The base of the game was set around the Deck being letter cards where one person would create a word where the others would attempt to guess the word. This went through many testing phases as we adjusted the rules by playing with the deck ourselves and asking other groups to play with us. Various rules were created and adjusted with the core rules, such as adding in 2 of each vowel but only one constant in order to limit the length of words. We also changed how points were earned, giving points to the Decktator whenever the other players failed. Another small adjustment was that we gave the Decktator the ability to change the Topic Cardâs topic after each round as well as the inclusion of a timer. The game eventually became close to what the final product was.
 Near the end of the making the Deck (which at the time was called Ditto) we decided we needed a theme. Several ideas were thrown about for a theme and eventually a joke between Patrick and me, âWhat about The Dictator?â âThe Decktator?â, became the theme. After a quick vote, and some more discussion, we focussed it on a Russian dictators and created colour schemes and designed prototype cards to see what we could make. The colours were primarily maroon, cream and black which we based off various Russian propaganda (and modern depictions of Russian propaganda) posters. We also spent a while deciding on the font and eventually chose a blocky square font that looks similar to the posters we were using. We had 2 different designs for the 2 types of cards we had, Letter cards and Topic cards. For the Letter cards we had a very simple design with the letter in the centre and the logo we had design with the United Fist on the back with the name of the game. The Topic cards went through 4 or 5 designs before we settled on the two topics mirroring each other, one on red, one on black separated by a white line. We also created and printed out instructions that would look like the Russian Propaganda posters with cartoons created by members of our group.
 When we were tasked with the creation of the instructional video on how to use our Deck, we decided to continue with the Russian Dictator theme, so I went and purchased fake moustaches and a hat that had a star on it. I also used my dark rain coat in order to further the costume of a dictator. Most of the videoâs script was made up just before we filmed it. I used a stereotypical Russian accent while in the video when describing the rules of the game and how to play it. The instructional video turned out quite nicely as we had Anwell edit it after filming. I also 3d printed a case for the cards. As for our presentation, it went well with the class listening to us without interruption except for questions. We went last out of everyone in the group presentations, which was personally a bit frightening to be the final ones. The play test went off without a hitch with me as the Decktator and the others guessing a 4 letter word âBEARâ with ease after the 3rd letter. We answered the questions asked of us with relative ease and showed around the showcase objects including several letter cards, a few topic cards and a set of the rules in the poster format.
 Things that could have gone potentially better would have been the time management as we were a bit rushed near the end to get everything ready for the presentation. Another thing that could have been better was communication between the members of the group as we had a few times where proper communication would have made things a bit smoother and faster to complete. Other than that, the group was fun and excellent to work with and I felt like we came out reasonably well at the end and potentially we will have gotten a good mark as we are still yet to receive grading for this assessment.
Data Objects Day 10
This day we did less testing and more creation of a spice mixture including cayenne pepper, chilli flakes, food colouring and chocolate.
This mixture proved to be very spicy indeed as I taste tested it. We also created a single chocolate with this at the bottom of it and had someone taste test it. At the beginning, they thought that it wasnât too spicy, but then it began to get worse for him.Â
This was rather interesting and it led me to find out that there are two types of spices, ones that have an instant effect and ones that get worse over time.
Data Object Day 9
Today we went around and asked people to try chocolates filled with various fillings including olives, Vegemite, raw ginger, wasabi, capers, tabasco, mustard and cinnamon.
The wasabi one was deemed to be the worst by those who tried it (myself included) so it is likely that we shall use spice in order to represent the deaths.

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Data Objects Day 8
Today i taste tested several different homemade chocolates including a very large one that contained about 2 tablespoons of a sludge consisting of cayenne pepper and water, it was not a pleasant experience...
We also tried other types of textures, mostly crushed pretzel in the chocolate.
Data Objects Day 7
Today we had a research day as we explored different candies and how to create them, chocolate seeming to be the most simply out of them.
We also looked into the purchasing of molds in order to cast the candies, finding nearby stores to purchase them from.
We also considered making our own molds for creating the candy via 3d printing, but PLA plastic (3d printer filament) can become toxic at high enough temperatures.