Skip to main content

Solitaire: Joker's Gambit Postmortem! (V3)

 

  • Group 5

  • Solitaire: Joker’s Gambit is a modified version of Solitaire in which the inclusion of the Joker cards provides a new layer of depth and strategy to the game. Managing your Jokers carefully will allow you to gain an edge, but get careless and you’ll risk ending your game!!

  • Target Audience: Puzzle Solvers, Fans of Solitaire who want to play the game with a new twist/challenge


Solitaire: Extreme! Has changed a lot since my last post here! Our playtests of the second iteration of this project had brought a significant problem to light. The game just felt like Solitaire. This I believe stemmed from two factors: One, the consequence of moving a face down card to the stock or tableau didn't end up being as impactful as we had hoped, as either way it would just be found again later without any adjustment to the  strategy used. Second, the Joker cards would be taken out of circulation after they were triggered, meaning that once both had been used, the game was entirely the same as Standard Solitaire. Solving these issues was our main goal as we entered into our third revision, and we've finished it with a complete overhaul of the Joker mechanics!


Playing so much Solitaire lately has had me thinking a lot about card games, and I was inspired by another one I had played, Exploding Kittens. In that game you draw cards from a deck, and if you get an exploding kitten card, you're out. But, if you have a defuse card (which each player receives) then you're saved and have to discard that. Being forced to use a defuse and being left at the mercy of potentially drawing a game over card added what I call Stages of Intensity to the game. The first stage being the feeling of safety when you have one or more defuse cards, and the second being tension when you're without one and could face game over the next time you draw from the deck.

Exploding Kittens: Defuse Cards (Top) and Exploding Kitten Cards (Bottom)


I thought that I could also utilize these stages of intensity in Solitaire, since there are two Jokers. My idea was that drawing two Jokers meant game over. My intention with this was that the player would start in the  first stage, feeling safe, and then drawing a joker would put them into the second stage, fearful that they could trigger a game over at any moment.


However, one problem was that it was inevitable that every card in the game would eventually have to be turned face up in order for the player to achieve victory, and therefore it was near impossible that someone could win without having drawn both Jokers. Therefore, there needed to be a way for the Player to go from Intensity  Stage 2 back to Stage 1. Here I was also able to give the Jokers even more depth, by transforming them into not just an obstacle but a tool. 


Joker cards are typically used as wilds, so I thought that I could incorporate that and tap into some general playing card tropes that are easy to understand, with the catch that Jokers could only substitute as cards of their color. Furthermore, finding the card that a Joker is substituting would allow you to replace the Joker and "diffuse" it like you would an Exploding Kitten, by placing it within the face down cards of the tableau. This procedure also solved the problem of the game becoming indistinguishable from normal solitaire once the Jokers have served their purpose and gone out of circulation.


Joker Card being Substituted for a Black 3 (Left)

Joker Card being replaced and moved back into the deck (Right)


From here, I playtested this new version of Solitaire, and after creating a rough draft of our new rule sheet, had my partner try it as well using only the rules I had written down. We took note of what my partner needed help understanding, which allowed us to avoid ending the playtest due to confusion and show us which areas of the game needed to be better defined. After we had both refined the rule sheet together, My partner was able to playtest with a roommate using only the rule sheet, and it was a success!! The busy weekend hadn't given me time to run a playtest on my end like I would have liked, but I think that our rule sheet turned out very well and easy to understand for Solitaire Players.


Overall I feel very proud of our finished product! Going into this assignment I felt very nervous. The rules of Solitaire create a delicate system that when modified, can often lead to unwinnable games. Even more, I worried about how I would make something fun to play as well. Though by working together with my partner, and applying the knowledge I've learned in this course, along with outside inspiration, I've ended up with a game that I'm happy that I made, and that I think is pretty fun and has a fair amount of added depth to it as well. I'm once again nervous for the next project, since we're starting from scratch, but this time I'm more excited as I feel I have more tools and more experience to aid me in the game development process!


Patch Notes


-Reworked the Joker Mechanics

-Jokers now have two states: Face-Up and Face-Down, Jokers become face up as soon as they are uncovered and remain so until turned Face-Down

-Face-Up Jokers can substitute as any card of the Joker’s color

-Face-Up Jokers can be replaced by the card they are substituting for once it is found. This will turn the Joker face down and place it 2 cards deep into the face down cards of the tableau pile it is occupying (at the back of the pile if there are less than 2 face down cards)

-If both Jokers are Face-Up at any given time, the game ends


-The Rule Sheet has been reformatted into two sections like before, a how to play section for players familiar with Solitaire, and a section to teach players how to play Standard Solitaire

-This change made in V2 was reverted because we felt that combining these two rulesets made players already familiar with solitaire feel like they were sorting through unnecessary reading to find the new rules they needed to get started.


Comments

Popular posts from this blog

CAGD 373 Blog Post 4

This sprint I was assigned a modular set to create the basic interior rooms out of, with three different textures for the walls. (a Square Brick Texture, a Cement Texture, and a Metal Wall Texture) The actual modeling itself was as basic as it gets, I just made a few different shapes and sizes of wall along with a doorframe, with a couple floors and ceilings to complete the set. The interesting stuff this week was the textures, all of which I made in designer! The brick texture was probably the most complicated, and the one I’m most proud of. Starting with a brick generator, I used some gaussian spots to add some variance to the shape of bricks (using the spots to “cut out” chunks of the perfectly square bricks) and that worked pretty well! After that, I used a grainy looking noise map to fill in the black part of this mask to add in the noisy texture of mortar between bricks Next, to add some color variation to the bricks, I used a flood fill node, which was able to identify all the...

CAGD 370 Blog Post 5 - Final Sprint and Postmortem

  The Final Prototype is officially done! And this final sprint has definitely been the most intense yet. While not perfect, I’m very happy with the game that me and my team have made, and I feel a lot of motivation to start a brand new project! But before I get ahead of myself, it’s a great time to reflect on the last two weeks and this project as a whole. To start off our final sprint, I once again made adjustments to the pole vaulting. I made the impulse of the vault scale with how close you got to the pole, which meant that not only could the player not get an immense movement boost from a standstill, but also that there was now a “sweet spot” to aim for to get the most vertical height out of the vault. To help players seek out this sweet spot, I also took the time to create a charge-indicating progress bar next to the player that would fill up the closer they got to the sweet spot. The bar progressively fills as the player approaches the sweet spot After this, my lead de...

CAGD 373 Blog Post 5

  Judgement day nears! And sadly I don’t have too much to show for this week as finals in other classes have swallowed up most of my time. However with most of them finally out of the way I’m clear to focus all my time towards this project over these next couple of days! The real meat of my texturing work this week is this Exterior Trim Sheet. I tried to group together as many models with similar-ish materials as possible so that I could get textures applied efficiently. Here I’ve created a trim sheet consisting of metal, tree bark, wood, a beige stone texture that worked pretty well for the pipes, and a separate, rougher metal texture for the motors found just outside the facility doors. I spent a lot of time compiling a list of all the models in our project along with reference images, so that way I could organize them into texture sets based on similar materials/texturing needs This plan should help to really accelerate the texturing pipeline over the next couple of days, so t...