Skip to main content

Board Game : Development pt 1


Working Title : Escape the Duality



The Hook

The world has been regimented and ordered for optimal efficiency. There is no war between nations, factions or tribes. Everyone is provided with a place to eat, a place to work and a place to sleep. As a result of this productivity has rocketed to an all-time high. Value is being created at a rate hitherto unthinkable by mankind. 

However, there is a growing segment of the workforce that inexplicably feels the need to disrupt our work.  They eat whenever they want to, they sleep for more than the optimal 7.45 hours and they constantly miss their value production targets.

These (insert name of rebel faction) are a stain on the exquisite fabric of our society. As with all blemishes they must be (removed) for the good of all.
Above Text Not Final

With this flavour text, I'm attempting to help the players by framing the rest of the information they hear about the game within this context of big bad authority crushing the little guy. This should mean that players will understand that as the rebels their goals opposite to the cooperate stooges and vice versa without need to go into exhaustive detail justify every minor objective.


Goals

  • Fun and engaging surface-level gameplay
  • Mechanics that actively convey the themes
  • A simple list of actions that the player can take per turn
  • Randomness used sparingly but should feel impactful
  • Aim for an hour to play a full game
  • Clear and readable board
  • Minimal play pieces
  • No hard fail states

I set myself a list of goals to try to keep to. This means that if I'm ever struggling with an idea I can weight it against the goals and if it either violates one of the goals or doesn't actively work towards one of them then it gets cut.





































Comments

Popular posts from this blog

The Barbican

Enemy at the Gate The Barbican estate in London features a lot of the style of architecture that I wanted to emulate in the art and design project, so for this project, I'm going to try to create my own barbican estate using the real one as the palette. To do this I'm going to create concept art using the barbican as part of a reference sandwich to create unique architecture that should both be evocative of contemporary London, retrofuturist and contain elements meant to subtly guide the player through the area to their goal.

2D Side Scroller : The Final Idea

When the rubber meets the road. The Panda here represents  Covid-19 During the course of recent events, it became clear to me that my time was somewhat limited in this project. As a result, I have elected to go with my first idea, the Dung beetle puzzle game. This should provide me with a decent opportunity to stretch myself in the implementation and iteration of mechanically without requiring nearly as much in terms of asset creation which for this project at least isn't one of the marking criteria anyway.  The Dung Beetle Puzzle Game is changing slightly to just a puzzle game but keeping the core idea of pushing a large ball around as its main mechanic. So the player characters job is to get the ball to its goal and then make their way to the exit of the stage. This gives me a solid and simple foundation to build some hopefully cool puzzles off of without bogging me down in extra systems, which if you refer to my previous ideas was rampant. Even when stating that I have eyes...

Technical tutorials : Maya

Modular Corridor Part 2 Using the pieces I made last week, I duplicated and then arranged them into a labyrinth-like structure by moving the anchor point to a corner then using snap to point to align the pieces. For the sections that didn't quite meet, I selected the vertexes of one face and snapped them to the connection point of the piece I wanted to connect to, effectively making bespoke pieces. This was very easy and relatively quick to assemble a complex structure. Using this workflow would enable me to create large spaces in a very short amount of time.