Hello! This is my first blog post. I am part of Group 1 of the CAGD 170 class.
Our project title is RNG Solitaire.
Have you ever been playing solitaire and wondered, "man I wish I had more of a choice while playing, mindlessly drawing through this deck is getting boring?" Well, the RNG Solitaire ruleset can help with that!
The target audience of this mod is everyone 13+, people who like making choices, and like having a feeling of control over their games! The intended main players of our mod are Competitors, Jokers, and Achievers. This is because the competitor will love to beat the game and the achiever will love to beat the game as fast as they can. While the joker will take the game slowly and have as much fun as they can with the game.
Competitors will love to play due to the core principles of solitaire, along with the additions provided.
Jokers will love to play the game slowly, making choices and trade offs for the maximally fun playthrough they can get.
Achievers will want to play the game to get the quickest/shortest games they can, beating it as fast as they can.
The player interaction pattern is identical to the way standard solitaire plays out, with the exceptions of rolling a die to draw and using jokers to make new lines.
These is the intended main player base due to it being the same age range as base solitaire, with the mod itself not meaning to branch too far off from the base game.
Our Iteration Process
Our group had two main versions of our ruleset. We started off making the game much more luck based, removing a lot of the player's freedom and removing any aspect of skill. This was not changed until our 3rd playtests, in which I tested the game myself, where I realized that it was not a fair game. We barely changed the game between each playtest, but besides the final 3rd one we simply reworded or fixed some vague rules.
The main problems we had during the iteration process was not really being willing to change our rules much, due to problems within the group.
During our time working on this project, we all committed an equal amount of work. As a group of 3, we has it slightly easier than other groups, and split the work equally. All tasks were completed on time and as they should have been.
Management of the project was great; no complications in terms of completing work, same as with the timeliness.
A simple change of our development process going forward would simply be to test our ideas amongst ourselves before working on them too much, as the first idea we were using wasn't that great, but nobody besides other playtesters who weren't us gave us any feedback for it. A simple overview of the game from us playing it ourselves could've fixed that.


