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

2D Side Scroller : Bugs

They're everywhere! Run for your lives! I kept a log of bugs I found so I remembered to fix them later and to remember the solution should they crop up again. This really helped, as a couple of times I got the same issue long after I encountered and solved it the first time. it was simple to look at my notes and be able to see that the problem was I had missed setting up a component or that it was a unity issue that would be solved by simply restarting the program.

Art and Design Exercises : Decontructing Art into Basic Shapes for 3D Modeling, Glastonbury Dam

The PoƤng of Art Glastonbury Dam, By Tyler Edlin, can be broken down into one large cube for the central building of the castle with another rotated and reduced for the roof. The wall is comprised of 4 cylinders with cones on top for the rooves. The tunnel section of the wall could be constructed from rectangles and cylinders using the difference boolean. For the details on the turrets themselves such as the wooden beams, I would use rectangles sunken into the surface to create the depth present in the facade. Alot of the surface detail is heavily repeated on a micro-scale and then on a macro-scale so I would probably try to create a detailed wall for example by creating the largest parts first then cut to get the tunnel, then add the rectangles to make up the supports on one small section and copy that across its breadth. Finally, I would then copy the whole thing for the other walls and make any changes that need to be made to distinguish them. using the same technique I would make t

Board Game : Development pt 3 Review

Doom  (and not the good kind) I had a host of problems all arise at the same time near the end of this project. Some were very much miscalculations on my part as to the time certain tasks would take and others were simply out of my control although I should have given myself more wriggle room to work with. Firstly I vastly underestimated both the time I would need to make the board in adobe illustrator, in addition to vastly overestimating my competency with the program. Every minute of creating the 'final' version of the board you see here was agony. The circles flatly refused to centre on each or anything else for that matter, making it near impossible to create the segments around the edge to create the tiles the players move on. This also meant that the coloured rooms that player are meant to pick items up from are not close to being lined up. All of these horrible errors could have been avoided had I done two things. TWO THINGS I WILL DO NEXT TIME!. Thing, the first: Creat