Design With us: E2 - Getting Organized

The hosts organize a Roblox game design project by auditing three popular games, collecting inspirations in Figma, and planning core systems like maps, UI, and character progression. They show a Week One prototype built in Roblox Studio with two maps and stat scripts, stressing the importance of staying organized across the 12-week build.
Chapters
Sam Sa.
It. Sa.
Did I? Did I?
Hey, everybody, we are here, and we are excited for another episode two of Design with us. Now, let's just quickly make sure that you can hear us, you can see us. So if you can do both of those things.
Say it in the chat.
Say it in the chat. And we have a couple people here so far, which is exciting for us because this is very new still for us, and we are moving quite fast week by week. And this is episode 2 out of 12. Oh, it looks like the stream is also on our YouTube channel, which I'm gonna delete so we don't hear ourselves twice. Yes, that's good. Okay, great. So let's just give you a kind of a quick update, and then we'll jump right into the content. So what we did last week was we actually went through a big, massive, and I mean massive design audit of three Roblox games. Do you remember what the Roblox games were?
Yes, it was Bloxburg Fishing Simulator and Adopt Me.
Adopt Me, Bloxburg and Fishing Simulator. Yeah, those games. I actually jumped into those games too, during the week, and I did some screenshots and I did some research on those games to understand them little bit better. And that's kind of what you see here. And I'll kind of explain that in a second. But we did an audit. We also in the past week, while the previous week was just getting started. Now, this episode is all about getting organized. And getting organized can sometimes feel pretty overwhelming. And it can feel like a lot of work, but as long as you stay organized, which is what this episode is about, then it won't be so hard and it won't be so challenging. So what I want to start first is show you our FIGMA document. So again, if you haven't ever heard of a Figma file, FIGMA is a screen design tool that is. Hold on one second. Jamie, my wife, just let me know that some people are having trouble hearing us. So if you can't hear us, then please say something in the chat so we know that you can't hear us. Do you want to quickly run back and see if mom can hear us?
Sure.
Okay. Jude's going to be right back. While that's happening, I'm going to take a little sip. So we'll just wait for a second just to make sure. So what we're gonna do today is again, we're going to kind of go through these. This audit that we did, because what we're trying to do in the in the grand scheme of things is we're trying to design a Roblox video game and we're super excited. Can you hear us okay?
Yeah.
Okay, great. So we'll make sure that we do talk a little bit louder. We do have the outdoor open, so you might hear some wind and some wind chimes because. And neighbors. But it sounds. Sounds kind of nice right now. It makes us feel like a part of the community. And again, I know that today is a very important day. It is Mother's Day. So be sure to make sure you thank your mothers for everything that I've done. And please, and also throw them a big hug and give them some support because they do so much for us all and we love them all very much. And we love you, Jamie. Thanks for supporting this live stream show and. All right, so let's just get into the sum of the content. So I'm going to move my little outline right there, Jude, but I will get back to it. Okay, so back to where we were. We were talking about Figma. Sorry, I was a little derailed there. So Figma is a design software that is all done through the browser. So if you haven't yet seen figma, just go figure.com. and if you're looking to get into product design or screen design, where you're building websites and mobile apps, Figma is a great tool for that if you want to collaborate with a lot of people. And Jude and I need to collaborate on this. So, you know, he has this file open on his computer in his room and then I also have it in where we're actually filming this right now. So we can collaborate anytime we want. And I can see his mousing, his mouse move. And I could see my mouse move, obviously. So. Okay, let's zoom in here. So the past week we were doing a lot of brainstorming around the things that we wanted to do. I ended up creating a couple things called these coach tips. Now, these coach tips helps us stay organized around what we need to accomplish and what we need to do. If you've never seen something like this and you have more questions or if you want to get access to this, then please just feel free to reach out. Leave a comment down below or direct messages on social media and we'll make sure you get a copy of some of these things. But these basically help you stay organized and help you create more of the action steps because the actions, Jude, are going to help us achieve our next milestones because we need to keep moving along, right?
Yeah, yeah.
And those are really important. So these are a couple different ones. This one is around how we want to organize our file in Figma, but we're not to this point yet, so I'm just going to pass on. There's also an execute. An execute design where all this is basically, you know, we need to write down exactly what we need to do for this project. We need to write down stories and goals and define what it is and then we'll basically fill that out. There's a little bit of a task there. There's also a map it. And a map. It is basically how we're going to map out our game. And we are not there yet, but we know we're going to need to do this. So basically when we map this out, we're going to learn how do you navigate through the architecture of the. Of our. Of our game?
Yeah.
So like what's some things that you can imagine that we will need to navigate throughout the game?
Jude, what do you mean navigate?
Well, you know, when you're in the Roblox game you're like in first person and you're kind of you. You can see the world, but if you take a, an aerial view of like all the characters in the game, like the map and then all the, the levels and all the, the different spawn points and all the different mill. Mini games inside of it. Yeah, that's basically what we need to map out. So if you were to look at this little, this little screen right here, we have like say all these different, these, all these different rectangles are different levels or different things that you could do. We basically need to be able to map these together and create a linear flow or it doesn't even have to be linear. It could be like, well, if you complete a certain task you end up over here or if you complete that certain task then you'll end up here. And we get to decide how that game works and what's fun and sticky about it. Right. And sometimes that can be called a flywheel. A flywheel where you have a task, you have a reward and then you have, you know, this, this dopamine that kicks in and you feel super excited that you achieved something. And then you have another problem that you're trying to solve and you keep going and circles and circles. Oh yeah, look at us. That's awesome. Okay, so now that's what we'll need to do with the map. And then as far as stories is we need to kind of think about the narratives that are going to be coming. The story yes, the stories. And the stories, for example, like, why would somebody want to come and play this game?
Because get to rollerblade.
You get to rollerblade and. Well, no, that is actually going to be quite a bit of fun because if you haven't rollerblade before, it is a ton of fun. So. So one thing we might need to write about, Jude, is in the narrative, like, what's going to be an exciting thing that somebody's going to want to log into the game and rollerblade and navigate through the experience. You know what I mean? I mean, you don't have to answer right now, but those are the types of things that we need to think about and then we'll write a story about it. Narrative two is like, think about how you want to introduce this product to friends, family and the market. So that's just another way of, like, how can we be really super creative about once we have a game, how can we share it with the world and how can we get people excited about it? Like from a story perspective?
Story perspective. I mean. Yeah, that's a tough thing. That's kind of tough.
Yeah, we'll get to it. Don't worry. We won't have to do it. Right now we're just kind of creating all the action items that we need to do over the 12 week period. Yeah. Okay. Narrative three. Help me understand the game, what the game is about, and walk me through a crisp, clear and concise journey. So this is a same thing where you remember when you told me that some games have tutorials at the beginning of them.
Oh, yeah.
So if they are very complicated games or if there's a lot to them, we could have a tutorial at the beginning of the game that lets people kind of learn the game and have fun while they play it.
Yeah, I think with like the rollerblading and like, there's probably going to be quests and like, stuff like that. I think we'll definitely need like a tutorial. We'll definitely need that.
I agree, I agree. And I agree. All right. And then the narrative four is how will people talk about the game? Like, share the product. Flywheel. And this is what I was just talking about a second ago is like we could project and imagine what people will say about the game and then we can work backwards from that. So if we were to write a story 12 weeks from now, we have this amazing game that allows you to rollerblade in this magical biodome inside of Roblox where you get to play with your friends and in There your friends.
Get to hang out and rollerblade and build points.
And build. Or like gain points. Not build points, but build up your points is what I meant. Gain points in the game and you also get to.
Complete quests.
Complete quests. And there's a stories to them. So this is an example of how you can start projecting and storytelling what you might want. And basically we'll just write a ton of stories around this and then we'll share them with you as we go. And then here's just an example of when a story begins. Like, we can actually block. Write this. Where, where does this story begin? The story begins when they, when they, when the, the gamer opens up Roblox and looks at the splash screen, which is a good segue into what we did for documenting this. So what you're seeing here, let me zoom way out and you can see the three games. And Jude, I don't know if you can see if there's any comments. I haven't seen any. I don't think there has been. Oh, no comments. So we can just keep kind of jamming through this. So what we did was we took screenshots of the game and what I'll show you first is Bloxburg. Now. Definitely want to give a big shout out to the teams and the Roblox developers and game designers who have built these three games. Because lots of thought, lots of intentions went behind there and they have so many like, players actually that play these games. Like, I was blown away by how many people actually play Roblox games.
Yeah, there's over like, pretty sure like around like a billion active users on like Roblox. It's crazy.
Billion.
Yeah, something like that.
Wow. So people. People. Yeah. That's just wild. Yeah, so wild. So I took some screenshots of what they, they had as far as their cover screens.
They show you what's like, this is the city, this is the neighborhood. You can relax with your friends, you can explore, you can work to get money, and with that money you can build.
Exactly. So basically, Jude, these four things, relaxing, exploring, working and building, those are like the flywheel of like all the things that you get to do in the game that brings that, that social and community side to the game. And I think that's why kids and people like playing it so much because there's, there's depth to the game. It's not like you go to the game and do one thing, you go to the game and do multiple things. So that's something we need to consider. When we build the game.
Oh, yeah.
So what I did first was I did an audit of this. And what this means, Jude, is like all the different. All the different assets that make up the game. I basically went by line by line and just looked and broke down and what. What they did. So when you first come to the Bloxburg, you see these three core actions, play, store and options. And I created these little dots and these little maps that kind of take you along a little journey, and they take you to where you can go as far as where the game goes. Does that make sense?
Yeah. By the way, what is this red?
Oh, that's a good question. So Jude asked what these red blocks were. So what these are, when you're actually coding the game are different modules that show up on top of the screen. So, for example, this. This little area and I just put a block is. Because when we build this game, we know that we're gonna need a messenger, like be able to chat with your friends.
Yeah, that's already in.
It is. But what we just learned, because Jude started coding this week to learn how to build these sorts of games. And we'll show you some of the progress on that in a second. Probably later in the show, we'll show you that. But it does come with a very simple line, a simple script. When you run the game, you get that automatically. But I still think it's an important part of the design that we expose it in sort of when we're. When we're kind of doing this audit.
Yeah.
Is that fair?
It is fair.
Thanks, Shu. The other thing is there's a message board where. Based on the status. And we also downloaded a plugin where we could actually round these corners, because when you first build it, you can't do anything rounded. So. But this hungry message is another part of the module over here. On this far, as far as the leader, the leaderboard, or the people that are inside the game, we started building this functionality as well. And then down the bottom left, you have your bucks. And so essentially, this is kind of like your UI from a design perspective, and you're coming to the game and you get to kind of choose what you want. And then if I switch over into build mode. So when you click E on the house inside the game, you get a lot more tools at your disposal. Jude, would you like to talk about the tools or we don't?
Yeah, tools. Okay, so this is like the delete tool right here. Yeah, the trash can icon.
Okay.
Click on that. And then you click on the thing that you want to delete, and. Yeah, it's delete. Bam.
So is it kind of like a design, Like a design editor?
Yeah, but one thing that I don't like about it is, like, you just, like, every single time, you have to click it. Click back. Click back. Yeah, it's just, like, not fast. It's very slow.
Okay, so the editing and, like, managing the. Like, these. These tools are not very.
I think we can make it.
But. All right, so let's consider that. But in our game, are we going to have things that potentially build and edit?
I mean, I was thinking of, you know, like, we have, like, it was like. Remember we had that idea where it was like, we have like our own locker room.
Oh, yeah. Okay. Yeah.
So you get a. Like, put your. Your rollerblades that you don't want, or maybe you do want, and you can trade it with other players. It's like, say you want to give your friend, like, hey, if you give me this, I'll give you that. And like, you trade or you do trades with, like, other people in the game, and you're like, yeah, bam.
Yeah, that's. That's exactly right. So Jude's talking about, like, we. We were doing a little, like, sketch where we had, like, this little. This little map here. Let me color it. Jude, color and I color it. Okay, so this little. This little area right here. I know. All right, so this. And it's 40%. Let me make it 100%. All right, so this little area, we were thinking about having a locker room. And this is an aerial view of just like a sketch of what we're thinking as far as you come into the world Locker room.
Be there.
Well, locker room could be here or there, whatever. But. But inside that, you have your locker room of your stats and all this really cool. All of your artifacts that you collect throughout the game.
You can go into other people's locker rooms and you can see what they have up, and you can see what they're wanting to trade. Or you can see a leaderboard. There's probably three different leaderboards where you see their money, you see their speed, or I mean, just whatever.
Boom.
Boom.
I think that's exactly right. So, like, all of those things, the important part of doing an audit is it helps you kind of self edit what you want and what you don't want. And the important thing here is we're refining that right now in early stages, and it's helping us get organized as far as, like, where we want to focus first versus Just doing everything all the time, all at once. Because we won't really accomplish anything if we just were to do that. Okay, so that's an example of Bloxburg. I did the same thing for Adopt Me. Adopt Me. Very, very different game. And we actually don't need to go into all the details for Adopt Me and then also for Phishing Simulator. But just know that each one of these, like Adopt Me is very, very into the daily streaks and the daily activities to get people coming back into the game. So is there anything, like summaries that you've learned from just playing Adopt Me that you want to pull into the game?
Well, I mean, they did like, you see the Scoob or whatever. They did like a. They did. I'm pretty sure it was like a sponsor with like the creators of Scooby or just like they did like a little sponsor of Scooby. Like. Yeah. And I think that draw that drew in more players because they big Scooby Doo fans are gonna be get me in the game.
Right? Yeah. Yeah. What do you think about like the, like, if you were to like, reflect on the design of Adopt Me?
The design?
Yeah, the design of the game. Like, do you enjoy like the aesthetic or the colors and.
Yeah, I mean, I feel like the colors are good, but when you're like maybe in like the mode where like you're. I need to. Alright, so maybe you're in like the build mode. And I mean they could definitely make their build more like more in their build more thing. Like, so say you want to like put different wallpaper. Maybe you can make it where like it doesn't have to be on the entire house because I mean, the wallpaper is on like every little bit. And it's kind of annoying. Like, I only wanted this somewhere. But no, you don't get a pic.
So it's another thing, like, to be mindful like about. If we allow customizations. Yeah, if we allow customizations from clothing, from outfits, from Rollerblades and maybe some other things like what we need to be thoughtful or mindful about what we allow a user to customize so they can have their sense of style. Right. We want them to have their own style, I would imagine, because that feels really good in the game.
Oh yeah.
Okay. Okay, cool. So again, this is like an audit, right? What we'll end up doing, we'll end up having this exact sort of layout or structure for how we design our games. Because there is certain structure that Roblox does require you to have. But we will push those boundaries. But we're also learning. So we need to make sure that we have a functioning prototype before we can really take it to the next level. As far as like having a higher, higher quality of graphics. But we're definitely going to strive for craftsmanship here. Alright, so what I want to show you now and again, this episode is all about getting organized. And this is the same thing that goes for your projects. If you're designing something really massive and you're trying to just get organized and structured or getting a lot of ideas out there, you. You're gonna. It's gonna get kind of messy and that's okay. But the thing that after you have that messy moment, we want to go into more of a synthesizing or a reflective mode where you can start to organize these things. And that's kind of what we're doing here. So again, each one of our weeks, so we started off with having in our first episode a little bit more of a brainstorm around the different types of things that we want wanted in the game. And this is still important, this is still matters. We also kind of looked at it in a couple different ways as far as like how we could break out our worlds and what the flows would be like for the games. We also had. Oh look Jude, you made your way.
How did I get there?
I added you there for fun. I thought was a fun photo. But as far as like when we were brainstorming we were talking about point systems and other things. We, we were like when we were doing the audit, we've kind of accomplished this. And then now for episode two, we're building off of episode one. We've organized the catalog. We've also. We're now gonna actually part of this next week. We're gonna be doing some research on biodomes and nature trails and ski resorts and kind of like things that involve very fast movement like mountain biking. So Jude and I have a peloton and when we run on it or when we cycle, there is a mode that you can go into where you can travel to different parts of the country. And then basically the webcam takes you through these really amazing places. So we're thinking we need to think about how it feels when you're rollerblading through these really cool places. So that could be a fun experience for the gamers. And then also if you're doing it with other people, what could that feel like as well? So this is another fun, adventurous thing that we need to explore. And then we also want to explore some roblox developer research. So Jude's already been coding, which I'm going to show you in a second. So if you didn't know, Roblox Studio is what you can build Roblox Studio games on. And this is our Week One game. And we called it Week One Game because this was just like the first week progress. But what we ended up doing and. Jade, do you want to talk about this?
Sure. So what we ended up doing is so, you know, it's always good to like, either watch like a YouTube video or like a video on how to like do this because, I mean. Yeah, it just helps you, you know, get a little head start. And that's not bad. It's not a bad thing. You've got to get the head start so you can get some progress and then bam. When you want to get serious about it, you actually know a little bit about it.
Well said. Yeah. So this is where we started. We built two different maps. We basically created a stat script which.
Allows us to see the stats of, like, our players. So it shows like how much money they have and.
Yeah, that's exactly right. And I don't have. It's on his computer, but he did. We have screenshots from. From that environment. This is one set that allows you to see your leader stats and bucks, which you can create your own type of bucks. When somebody loads in the game, we can give them a certain value. And we were playing and messing around, like giving people 500. 500 bucks or like 0 bucks when they join. We also had another local script that enabled us to basically have. When somebody joins the game, it's like a notification that lets you know that somebody else needs to join the game before it can actually start because you need a certain amount of players. And then this was a lot like the bigger thing that we were coding like till like 11:15 last night, like just grinding, trying to figure out. And we. It wasn't easy. And the thing that, like me being a designer and Jude being a junior developer. This script isn't like HTML or css. It is very specific to Roblox and. Sorry, go ahead.
So if you mess up one caps lock or one thing, it like sets off everything.
It's like a period or a comma or.
So.
Yeah.
On this like clone map thing, if you could see that right there.
Where? Oh, right here.
Yeah. Clone map. If we didn't get that C as like a. The C as a cap C, then the whole thing, literally everything would be off.
Right? Yeah. It was a learning lesson for sure. So we made progress on that. We'll continue to keep jamming and coding and figuring that out. But it essentially gave us a world where we have a world. We have our chat at the top. We have over on the right here. Let me zoom in. We have the people that show up in the level and then we have a notification that shows this is the part where we left off, where we need to get the notification showing. And I think after we get these fundamental basic building blocks done, which is awesome because we're also designing, while we're designing, while we build this prototype, it's going to help us keep making progress again. We're in week two, so I'm pretty stoked about our progress. Just shows you how far you can go. So we have that and then the last thing I want to show you and then we'll actually jump into some work and then if you have any, like, if you have any questions or if you want to jump in and just hang out with us. Yeah. And chat, we could do that. The next thing is kind of like our, our design brief. Now whenever you're starting a new project, it's always really important to have some form of a one sheet or a brief. A one sheet is a similar same thing as like a design brief, but a design brief mainly. Like what kind of principles, what kind of values do you want? Like what problems are you trying to solve? What is the game about or what is the subject about? This is a document that you can go back to like over time and reference as a creator. Does that make sense?
Kinda. Yeah. Yeah.
So like reference point. Yeah, it's like a great reference. So like say you, you're two or three weeks into a project and you're like, wait, what was I doing? Where was I supposed to be working? What was the goal of this game? What were we trying to do? What was the intrinsic motivation when we first started?
Confusion.
Intrinsic motivations, like the feeling inside that you were excited or like what was that thing that sparked us when we wanted to make this? So we come back here and we'll look at this design brief and we'll remember that we wanted this to be continuous fun. We wanted this to be humorous and performant. Like we want it to be fast and, and not slow and not crash. Right when you play the game. We want it to be a story filled experience and we want it to be very social because Jude and I are social people.
Social.
And then also we wanted to know, how do we plan on doing this? Well, we're doing a 12 week commitment and we're going to build skills, we're going to document our work, we're going to learn gaming and we are also going to learn about the design patterns that exist inside of Roblox, which we're already pretty familiar with. And our goal again is to build and design a functioning game that people love to play, both big and small. So again, some of the actions, these are kind of like these action cards that are created around things that we need to do. So we need to generate a couple narratives and I was showing you about that. What?
Think of the hero.
Yeah. Think of the, the heroes, the types of characters and special quirks that we want inside the game. So maybe that's something we could do for five minute tasks, which we have our time timer, so that might be something we can do here in a second. We need to start cataloging the types of things we want to include in the game and start making lists for each of them. We need to decide where we want to focus first when it comes to the project, which I think we're getting better at, that we're getting to understand. You're starting on coding, the coding course. I've been looking at the masterclass, which I'll show them in a second. And we're just learning different things so we can keep pushing this forward, delete this circle. And what style do we want the interface to embody? Like, I think that's something that I'm really excited to teach you, Jude. And to also get into the game when we get to start visualizing the game and the turns, the tunnels, the worlds. Creating these worlds is going to be something really fun. And then the fifth one is building a paper prototype of the game. So I know that we're building a Roblox game, but we're also going to. I'm not sure if it's going to be probably episode five or six, but we're going to build a prototype of the game out of paper. And we're going to have an aerial view which you'll see in a similar. So in this view right here, we'll basically have the game underneath. Let me move my microphone and we'll play the game with you here in imaginary, an imaginary way so you could see what that experience would feel like. And then you could be the testers for us live. And then we could, you know, just clean this up and get, get in a really good place. So that's something we're definitely going to do when we come back to us. Thanks for bringing Your hands in there. That's pretty cool. And then we're going to continue to watch YouTube videos on game development in Roblox and then we might even try to find a mentor in this industry that could mentor us and to help us.
Yeah, cool.
Yeah. Because have you ever heard of a mentor?
Yes.
Who do you think who would be like somebody that if you could pick anybody the world to be your mentor on game design or in. On YouTube. On YouTube. Who would it be?
It would probably be the creator of Roblox.
Oh, like the creator, dude, you just go straight to the top. I Love that.
Hello, MaxGTM.
Hey Max. GTM thanks for joining. Good to see you buddy. Thanks for joining. We're gonna be at a shout out for, for hitting that, for coming here and hitting the like and appreciate you so much. Appreciate everybody for sitting with us and hanging out with us and taking time on Mother's Day. Make sure you give your mom a big hug.
Hug her now.
And call your grandparents too. Yes, your grand, your grandma. Call everyone, just call everyone. Right, cool. So we're gonna also do that. Oh cool. He's. Oh cool. Cool buddy. So if you did miss a lot of the earlier parts, don't worry. This is recorded and you can totally rewind back. All right, so we have that, we have our Figma file. So what I want to do now, Jude, is because we have about 19 minutes left to show. Take a little sip of water. I'm actually drinking dandelion tea, which is really good.
Too much.
You drink too much flour. Cool. So what we're going to do is we're going to set this timer for five minutes and we're going to write down as many quirks as we can think about. So let me take this right here, this is our action number one. And I'm going to take this and I'm going to create a new page. So we have our audit, we have inspiration. I'm gonna create and this is gonna be our action number one. Character development. Development. Alright, I'm gonna paste in this action and I'm just gonna create another frame. So inside of Figma they have these things called frames and these are essentially artboards and, and an art board is something that contains your design. And if you're a screen designer or product designer like I am, Jude, you'll. You'll essentially be looking at these in pixels. So this right now is. See we're at 144, so we need to go to 100% because most people are viewing these things at 100% on screen. And we're going to just go ahead and make this. Let's just. It doesn't have to be a normal, like, website size. See, like, this is like 14, but it's kind of off the view, so we can just change it down. And so we're going to generate a couple narratives about the game. Think of heroes. All right, so what we're going to do is set this timer for five minutes. And if you want to make sure that you can see, we're setting this for five minutes, and we're just going to leave it. We're going to leave it on our table, and it's started. And we're gonna play a little music while we do this. Let's see what kind of music we can play. Jude, what is this one? All right, let me. Oh, it's a sound effects. All right, cool. We got music. Let's do this. All right, so let's think of heroes, types of characters, special quirks.
So I think we should have Deku.
Like a Deku type.
Yeah.
So when you say, like, we can't, like, just straight up copy Deku, right? We need a certain. But what does Deku embody? Like, what does he. He's got. He's got backstories, powers. He's got, like, how many different types of quirks does he have? One cork. Okay. One superpower.
But wait, we should do, like, a thing. So in most, like, games like this, you can do Rebirth. And that's basically, it's getting rid of all your stuff that you look for, but it makes everything, like a multiplier. So, like, say you get one coin gives you two coins. Rebirth, you can get another cork, because Rebirth.
And this cork, like, is it. How do you. It's not cork, it's Q. Okay. Okay, so that's what. How do you spell it?
I don't know.
Okay, so we'll change it later. It's not a big deal. So that's like. That's like something. But, you know, that's. That's good. But we also need to know, like, we need to abstract it even a little bit more. Like, if we had a list of quirks, like, what would they be like? Like flying.
No, that's not a quirk.
It isn't?
No.
Okay, give me some quirks.
Okay. Okay. Explosion.
Explosion and Max gtm. If you want to add some. If you want to help us brainstorm this, we only have four more minutes, so we're cranking through this. But if you want to add anything to the I'll definitely add it to our brainstorming board. So. Explosion. What else?
Explosion. But like, remember that guy has like a laser in his belly?
Lasers.
No, that's not it.
Chakra.
Chakra.
Chakra. Is that how you spell it?
No. Okay, chakra. I thought we were just doing a quirks.
Yeah, yeah, yeah. I'm just like brainstorming.
Wait, we could do Mirio's quirk. Remember where you can like pass through walls.
Pass through walls. I like that. Oh, okay, so you're just saying these are things. These are the elements. Let me write these are the features that gamers will get to upgrade to use during the game. And then we'll have to kind of like mix them up too. So it's not a direct. But you know, we'll make it into our own. So explosion. Is that just like making explosions? Okay. Pass through walls. What else do we got? I was thinking. I still think flying would be kind of cool.
Okay, sure. We can just do it. Oh, and another one. We could do that Eraserheads Quirk, where like. So say someone tries to use like one of their abilities on you. It stops their ability for like 20 seconds. No, like 10 seconds.
So they put it. They press like a power key and then all of a sudden, like if somebody was using their powers, they don't have them anymore.
You click on the person there button. Bam.
Oh, invisibility.
Invisible. Oh, yeah, that's a good one. That's a good one.
Speed.
Yeah.
Freeze.
Oh, wait, Turtle, Ricky's work.
Yeah, I'm just gonna put freezing because we already have the mass making explosion.
No.
Oh, fire.
No, do make them both like once.
Well then it's like completely duplicating what they do in my hero academia.
Yeah, they do that.
Okay, we have like one more minute left.
Acid throwing. Remember that girl shoots acid out of her hands. The acid.
Acid. Okay. Okay, we're about at time. Oh, it's about to.
Okay. I can't think. It's hard to think.
So. So even like. So this is just an example, okay, so that we're going to have like these sorts of things. How do you get these things?
We can make it where, like you can make it like where you. You start out with. We can rank these and like, we can make it where you start out with like the very worst. And then you do like.
Okay, that's fine.
Okay.
All right, let's do two minutes, dude. Let's do two minutes to define how people get these. Because I think that's an important thing to Cover. So let's just do that real quick. All right, so set this for two minutes, and we're gonna turn our. We're gonna do this time a cooking cast. Cooking famous.
Oh, God. Cookie. Famous cast. That's so mean.
All right, here comes. All right, here we go.
Okay.
I don't know if they can hear it, but I can hear it, and it's fun.
All right.
How do you. How do you get these powers? So. So when you first. So a. They could be through. Through ranking and leveling up?
Yeah, probably. Like. Like, if you get, like, level 100, you get. Oh, my God. How did we not do that? We did. We do Deku's quirk.
Oh, my God.
That's hilarious. What do you mean we didn't do one for all?
Well, like, I kind of think that the quirks are really cool, but we don't want to, like, completely 100% replicate exactly what my hero academia is doing. Like, we want to take things and kind of make it into our own, but let's just make sure we have these things documented, and then we'll kind of figure out as we build. Right. It's good inspiration, but we want to kind of find our own. Our own voice. Okay. All right. So one you can get from. Through ranking up and leveling up. So how would you rank up and level up, June?
By completing quests. By, like, we could do, like, a thing like. Like, we could put on the side of their screen, like, quests that you like, your daily quest, and you can make them like. Well, probably not daily quests. I mean. Yeah, daily quest where one is, like, play the game. Like, this is a game that people do. I mean, it's like a thing in a game that people do, and it's heck of smart. So basically, like, play the game for, like, 10 minutes, play the game for 20. Like, it makes people keep wanting to come back, and it makes people play longer. So you. Game time.
Okay. Okay, cool. So this is something that we'll definitely need to kind of fine tune quite a bit. So one part of one thing that I want to definitely share with the group and share with the audience here is that when this is just, like, one example of an action that we need to do. We need to continue fleshing this out and writing a little bit more and kind of breaking it down as far as, like, what the things are that you can do. When you first come to the game, you're going to have the opportunity to do a daily challenge. If you do a daily challenge, then you get xp. Xp. And then if you get xp.
You know, you get, like, your levels.
Then if you get xp, you gain higher levels. With higher levels, better quirks, you get better quarks. Then. Then you keep building and keep adding. But the thing is, like, there needs to be certain levels of this. Right? So, you know, if you have a spectrum of. Let's see here. Red linear.
Linear.
Oh, God. This creepy, is it?
No, it's cool.
Okay, so, like, let's just say. So we have the spectrum and we have, like, getting started. And then we have. I'm gonna hold alt option and click and drag. You remember that's like how you make copies. And then inside of Figma, it automatically aligns for you.
That's nice.
Right there. See this? I mean, you have guides. They're called smart guides. And then we have, like, next level. Like, way next level. And then we have like, maybe this is like after six months of playing. Yeah. I'm just like, saying after six months, there's, like, so many different things and we have these, like, milestones in the game.
Yeah. One other thing, like, in Adopt me, like, if I play it, because I do the day of the challenge, like, I don't play, I. I just play for that. Because, I mean, I kind of got bored of it after. Because I've been playing, I don't know, like a month or two. Like, I mean, it's good. It was good while I played it, but, like, I'm just. I'm just kind of bored of it. I'm just, like, dumb. You're just gonna make it where our game doesn't do that.
That's right. So I've kind of like, if we were to Let me just. 1, 2, 3, 4. Did it make. Hold on, let me see if it did. Oh, it didn't do that. One, one, one. All right, so I'm going to. On this line, I'm going to say, actually that's not what I wanted to do, but essentially there's a line here, right? This player's growth and then what? So we have, like, time. We need to deal with time, but we also need to deal with rewards. So the rewards that they get first, they need to be, like, very high, and they need to be able to get a lot, and then it's going to probably go down smaller, and then they'll have bigger wins and then they'll be good smaller. Kind of like when we played Brawl Stars, you end up getting. You end up getting a certain. You get a lot of characters up front, but then all Of a sudden you don't get any characters for like 10,000, like you know, 4,000.
Yeah. But we don't want to make it too hard. But we definitely want to make it like not easy.
Right.
Not medium, like hard.
Yeah, yeah, yeah. Agreed. So we need to find that flow and that's why what these kind of blocks are symbolizing. Does that make sense?
Yeah.
So this would be like big, Big wins. Big wins or big rewards. I'll call it big rewards.
Big.
And so this is just something that we will continue to think about. And then as far as like, you know, what are things that we need to accomplish when people are just getting started? We need to make sure that they can learn the game. We need to make sure that they know where everything is. We need to make. And that's what each of these dots might be. We need to make sure that they have rewards. So maybe like rewards. We'll paint those. Like what color should those be?
They could be blue.
All right. And then the learning is going to. We'll signify that as green. Yeah. So we'll start over time. Start blocking out. And then yellow might be like the education. So something. So let me just write these out real quick.
Okay. Green for avocado.
So you remember what the three things we were just talking about. So we have the education of the game.
Education of the game.
Education of the game. Marketing rewards. Oh no, we're gonna. Marketing support. Like we'll have like a support for it. And then we'll have. In yellow we'll have the. The rewards. What else? What were we just saying? Rewards getting started. Playing immediate. Like we need to make sure that like immediate immediately when they join. It's gonna be fun for rollerblading everything. Exactly. And then this one is like the, you know like the investment like quarks quirks. Even though I'm gonna probably have to watch what I said earlier because I feel like I just forgot what I said around the three things. Like I think but essentially like what. What we need to do and if I was taking notes or something. Luckily this video is recorded. I'll be able to find out. So investments in quarks. Your locker room. Locker room. The trading. Oh yeah. Trading. All the mechanisms that help you want to play the game. Those are these. These are like. What's that? Yeah dude, that sounds awesome. I'm so pumped. So basically Jude, what we'll do is we need to start if this is the time frame from when somebody plays like say the first. The first game to like the first year that they play it. How can we block and mark out the different times in the game where people are going to need to have certain activities happen? Does that make sense?
Kinda. Kinda. What a break.
Yeah. So let me try explain it one more time and then you can tell me if it makes sense or not. Okay. So in the timeline of a game, when you first sign up and you first start playing, you first log in this green spot, we need to make sure that we can educate people, we can get them into the game and then we can immediately start getting them into like a fun type of thing. But we need to be able to get them into the game first. Then we need to be able to help educate them on how to play the game and help how they can start understanding what the rewards are. What is the. What's fun about the game? Like the rollerblading, the mountains, all the things that we created, we need to test that, make that super fun. And then as far as the third thing is they. Then they start understanding, oh, well, if I play longer, if I play more, then I'm going to get investments, I'm going to get quirks, I'm going to get a new locker room where I can customize it, I'm going to get trading, I'm going to get showcases.
Yeah, there's like a game that does that. I've been playing this some. Like today I actually played it because it's like a lot of fun. So it's where like, if you complete like certain levels, you get like, you get like better stuff. So say like we complete a world in the, in the, the game, you get like a pretty good quirk. And then for like the next level that's like, okay, quirk. And then it gets better and better and better for the next and the next.
Yeah, exactly. So that's what I was trying to represent in these things. And I think over time it will be like a flow where they'll play. They'll get to play, play, play, play, play. And then in between that, we'll have these like these social. These social like rooms and fun things for social, like community. Community. Kind of like how Fortnite has like games where you play with people, like creative. So we'll have these other rooms beyond the total, the daily activities and things that are happening. And those are going to be a mag of light blue and these will be like the, like the other sticky things that are fun, that are community and. And what's. And just. Fine. Okay, let's just end it there. All right, cool. So that was one action card that we did. I think it feels really good that we did a lot of great thinking here. Now what I want to do is just take us back to the last two things that we're going to do, and then we're going to kind of end the show. Well, we went through and we learned quite a bit about what we are going to be doing for the game. And if I come back to the inspiration, I know they can't see the big picture. So what we're going to do for the next week is we're going to continue learning how to code, and we're going to continually refine our catalog of game rules and definitions and start running through a lot of these other actions. So, again, this first action that we had. Let me just show you really quick. Again, we had this generating a couple of narratives about the game. I think one thing that we'll have is a couple narratives that we can read to you for next week. We'll also be cataloging the types of things we want to include in the game. So these first two are kind of like our big action items while we learn the. The game, the other basic foundation of the game that we're coding right now. So these are the top three things that we're going to be doing. And now we'll switch over into, like, reflection mode and. And Q and A. Exactly. So usually in a reflection similar to retros, we do what we think went well today, what we think could have been better, and something that was just maybe, like, maybe something we failed, and we could just honor that failure and talk about it. So Jude is there.
Can't wait.
Oh, cool. Cool, cool, cool. So see, what went well, I think. Do you want to. Do you want to go with what went well today?
Yeah, go for it. I'm actually. I'm super excited that we got to. I'm really happy that we got to get the quirks and, like, the battle stuff. I'm excited that we got to get that, like, on, you know, the screen, you know, get it all. Get all down there. So we have an idea. Yeah.
You're talking about this. This part?
Yes.
I'm. I'm pumped about that, too, dude. That's cool. That was good brainstorming. What do you think could have been better? What's something that could have been better?
I mean, I think we did pretty good.
What's one thing?
Okay, thinking. Thinking one thing that could have been better. I don't have any.
Okay, all right, all right, cool. So something that I think Went really well. I'm going to switch this back. Something I think went really well. I think Jude and I are getting better at the setup for this live streaming. And we had everything kind of ready to go. We had, like, a loading screen, which was fun. We were ready to go just jam and. Yeah, like, our little, like, waiting room and some other fun stuff. And, you know, the actual camera is up there, my friend. We have a couple monitors and stuff where we can monitor, and I thought that the types of things that we talked about were on point. I feel like we're making a ton of progress in just a week's time. So I'm feeling super proud of you, super proud of this, the setup, and what we're creating. I'm still super pumped about this game to be able to go rollerblading. I actually want to go rollerblade, but I accidentally stubbed my toe and it hurts right now. One thing that I think could have been better is we didn't do much drawing today in today's exercise, but it wasn't about doing that. It was about getting organized and talking about this organization. And I miss drawing. I want to draw. I want to pick up my pens right now, and I just want to. I just want to draw so much. I love drawing. But one of the things next week, I want to try to get more people to join us live so they can be a part of this creation process and get creative with us. That's something we'll keep trying to do every week. So if this is your first time joining the show, thank you so much for joining us. Thank you so much for being a part of this with us.
Thank you.
Thank you.
Thank you.
Thank you so much. Thanks for even joining on Mother's Day. And if you weren't able to join and you're watching this at a later time, that's totally cool. We're so grateful for you. If you enjoyed any of this content, be sure to hit the. Hit the subscribe button. Like the content that helps support the channel so we can continue doing design education and game design and just supporting this. This. This fun experience that we're trying to create for you. And other than that, we have talked about our reflections, things that we. Oh. Things that I think could have. That. That didn't go so well. Did I say something that didn't go so well? We didn't draw enough.
Yeah, we already said that.
Something that we could have done better is. Hmm.
See.
We did pretty good, I think, our coding. Last night, we were running in some of the bugs. But that's more of an opportunity than a learning lesson, that you have to get every single little detail right when you're writing code. So it's totally cool. It's totally fine. This was a really ton of fun. Thank you so much for just being awesome and doing this and. And that's pretty much it. So we'll see you in the next episode of Design with us, and we'll see you later. All right, bye.










