torsdag 31 oktober 2013

Game design loner

The game is in it's last phase.
Everyone in the group is leaving for GAMEX, except me, and i actually saw this as a bad thing. But today when I was working on the game, I kind of felt that it was the first day of work with pure design. Or maybe it is just the part I like the most.
During previous meetings we have been concepting about things that can happen.

Right now I'm mostly just analysing the game so that I can get a grip of what the effects will be when I make changes. And what the odds are of certain things happening, such as getting a phobia and what the odds are that a phobia will be triggered once you caught one. How much food will there be in the game, will it make the players feel safe, will it be insufficient for the players or will it be just enough for the players to survive.

söndag 20 oktober 2013

Board game meeting #4

A full day of board game design.
Starting at 9 am, I ran a bit late, but we where all set up at 9.15. So no greater harm done!

Today's main mission: Get the core system running.

Other topics:
Alignment,
Weakness vs Alignment
Playing against the game,
Ingame choices, clear vs diffuse;
Coordinate system?
Item system,
Terror,
"overkill penalty" (Terror),


Core system

We used 4 sheets of the tileset template as a board game.
The initial thought was to start test on one of these, but it was just to small.

Movement system

Iteration #0
Place start tile somewhere in the middle.
Start with a small deck.
Use some kind of piece and start moving around in turns.
Remove tiles, out of character "visual range".
Find exit.
Make up necessary rules as we go.

Iteration #1:
Calculate the minimum amount of cards required to play the game, based on amount of players.
Expand the number of cards in the deck.

Iteration #2:
Reshuffle trigger changed from "every game round" to "when draw pile depletes".

Iteration #3:
Exit tiles placed in discard at start of the game.

Iteration #4:
"Visual range" mechanic defined propperly.
Marking tiles with usage for number of players.

Iteration #5
Tiles around starting tile will be removed like other tiles.
Tiles around exit tiles will be removed like other tiles.

Food system

A food/energy system should be implemented. Daniel says this will give the game a time aspect. I agree.
Thus far the only thing you do is walk around in a cave, splitting up, exploring, finding the exit, and that's it. There is no collaboration between players yet.

Iteration #6:
A character card is implemented containing a meter ranging from 1-10, with an indicator.
Every character is given 1 food ration, when consumed replenish 2 food/energy on character card meter.
Every turn, players energy/food meter is drained by 1.

Iteration #7
Character card meter is expanded from 10 to 20.
Food tokens are pick-up'able from "food rooms" in the cave.
Character can carry unlimited amount of food.

Board game meeting #3

Meeting #3

This was a rather short meeting, due to some members having other classes. But the overall plan was to get a schedule for when things had to be ready.
We tried this the week before but failed due to the portal being down at that moment, and people just forgetting after that.
However, we found out that we had to have a playable prototype of the game ready before Friday.

Simon presented some tiles for the game, different types of rooms where different kind of events would happen. I made some additions to the tileset, on site, as well since there was a clear lack of different corridors.
I also made a template for further construction of tiles.

On the last meeting I mentioned a youtube vide where Michel Stevens at Vsauce where talking about what made things scarry. He particularly mention something called the "High Place Phenomena" which was caused by "cognitive dissonance", where people at high places would have the sensation of something pushing them of the ledge, or to push someone else of the edge... I spoke of this because I thought it would be cool to have that kind of a feeling in the game.
It was scraped however. But we kept one thing for further study. The "terror" as defined by Stephen King, where you can sense and something standing behind you, ready to grab you at any moment, and turning around to find out that there was never something there to begin with.
I said that we could have a "terror token" dropped at a random location on the board and each round moved closer to the player(s). Then you would flip a card to find out what it was.
On this topic Daniel noted that the game "space hulk" had a similar mechanic.

söndag 13 oktober 2013

Board game meeting #1-2

So now that all groups have analyzed game systems, board games and table top RPGs, we are all supposed to make a board game.
During our first meeting the group with the group we came with a some what aesthetic goal of paranoia vs trust and fear in a fight for survival in a cave.

söndag 6 oktober 2013

Game systems, group assignment

We received a group assignment to create a game system and write a report on it. This system was then to be handed on to another group for analysis.
In our group we went with the idea that each of us should come up with one or more ideas for systems each. I went for one.

So, I don't have the slightest idea what to have in mind when designing a system, where the idea is that you could apply any kind of rules. Anyway, I just started doing something, and tried to build on top of that.

So the first thing I did was drawing a few squares that would be available in different colors and added some geometrical shapes. 
Not a lot of thought put into these pieces other than that there is one color that would differentiate itself from the others, something like the black piece in the Looney Pyramids. The pyramids have five different colors though, and I can see why that is a smarter thing to do.

Anyhow...
I added a few smaller token objects that (my first thought) would have a direct relationship with the bigger pieces. The relationship was that they would have the same geometric figure as presented on the bigger pieces. The new tokens came in 3 different colors; gold, silver, bronze-ish (my second thought) and came in various amounts as well (my third thought), that could embrace some form of value and competition in overcoming the pieces.

There are only half the amount of circle-tokens as there are circles on the bigger pieces. And they had the most amount of gold pieces.

The square tokens are an equal amount of the number represented on the bigger pieces, but they are all silver.

And the triangles; at first they had only the double amount that was represented on the bigger pieces, but then for some reason I thought that it would be a better idea if the amount was more than double.

Stripes could also be used, examples on the right.







So this was my version of system.
The one that was handed in for analysis was similar. Well it contained all those pieces except the stripes, but instead of having different amount of tokens, there was an "unlimited" amount of all of them. And we also included a bunch of clay figures and a paper wheel (pictures below). All pieces had a lot more colors at the end.