Wednesday 25 September 2013

Board Game

I have teamed up with Russ making it a 2 man group.We saw each other's ideas on blogger and we came to an agreement that we'd take my "snake" map idea and Russ' fighting style idea and combine it together to make our initial game. So before even playing the board game we though of an idea that there would be 3 attributes that you're able to have such as strength, armour and agility. There are 15 skill points and you have to split the 15 into the 3 attributes you have so for instance i can have 5 skill points in each section. This does vary of what the player wants, they could put 7 in strength 4 in armour and 4 in agility and so on. As we sorted the set up for the characters I decided to draw some maps to see which would fit best. Here is the first map I've drawn



First map
So here is the first map. As you can see there are markings and blocks shaded in different colours. I'll explain what each colour stands for. 

The blue blocks stand for how much times you can move forward if you land on it. Let's say if you landed on the blue block you can get the dice again and roll how much times you can move forward. So if you roll a 6 you can move 6 times forward. 

The red block is the complete opposite of the blue block. The red block will determine how far you'd move backwards. So if you land on the red block you will have to roll the dice to see how far you will move back from 1 to 6.

The gold segment is where you pick a card form the deck. If you land on this gold block you are able to choose a card form the deck. However the deck does have it's ups and downs, you can either get a buff card which will give you +2 amour and if you're unlucky you may have a chance to decrease your strength and so on. Therefore this makes the gold block a 50/50 chance of being lucky or unlucky. 

There is also the brown block which stands for the pit trap. If you land on the pit trap you have to skip a turn. So theoretically speaking they enemy player will have 2 turns and you will miss a go. 

The circle with red stripes is where you'd have to fight the creatures and lurk upon the game board. If you land on this block you will have to face off with the creature and you may not flee. So you either die by the monster or you kill it. The reasoning behind this monster feature is to slow down the players and to make sure that the players put their skill points  wisely in the attributes  Let's say if a player put all their points in only agility, they will dodge many of the attacks but won't have enough damage to kill the creature. If this was the case the enemy player who had wisely put skill points in each attribute would have a chance to reach the objective faster as the player fighting the creature would be stuck there for a certain amount of time and if you do die you have to start all over again form the spawn point and change your attributes if you wish.

Finally, I have drawn gold lines in the squares. This is where the decks would be placed. I found influence off Monopoly to place the cards on the board itself as you can see in this image



Me and Russ criticized the first map and thought that there was no chance that each player would fight each other as the paths were leading to just one location and weren't crossing paths. So I took this into consideration and drawn a second map of what we'd want to have as our board game. 


Second map


As you can see there are some different features I have added from the 1st map to the final map. 

Firstly, I have placed arrows leading to where the players would move in a certain direction. At the very bottom there are arrows which lead to the blue arrow marking. This is where the players can gamble whether they'd get a 6. If a player hits a 6 on the dice the players will automatically move to the spot in the middle where the path ways split. However if they do not hit a 6 they would have to move back to the start and choose whether they want to move upwards or side wards. 

Secondly I have recreated the map and put pathways where they meet up and cross so that players have  a chance to fight each other making it more competitive and fun. 

Lastly, when players reach the objective there is one challenge that the player must do and that is, if they have reached up to the last block next to the finishing point they must roll a certain number in order to claim the win. Me and Russ have decided that if the player rolls the 2 die and hits over 10 then they win the game. 

I found influence off Wii Party board game because each time you roll a dice you can either land on a good block or bad block



You can see that some blocks are plain and some blocks aren't. I found this feature interesting and input it into my game and found that it does make it more fun if there are blocks that make the game more challenging. 

I started to design my map onto Photoshop and here is what the final product looks like.


And so I started to print it and stuck it on a board and it was playable. We got some of our classmates to test out our game and results were positive. 


I made our game less confusing I made instructions for our game and here is what it looks like 




Tuesday 17 September 2013

Randomiser

Idea:

For my game I think It'd be appropriate that if I have 3 die. The first dice to indicate how much times you can move during your turn from 1-6. By moving you can either go towards your enemy or climb further towards the objective. I would base my game around like "Snake" whoever gets to the objective first wins but there are obstacles that you'd have to go past including your enemy. The other 2 die should be used to determine how hard you can hit the enemy you've encountered. For instance, if you'd roll the 2 die and see what numbers would appear. Let's say if you rolled both the die and they added up to get over 10 then there'd be a chance that you can critical hit (the critical hit adds an extra 30 damage and players have 200 health in total). Or if you got 6 on one die and got a 2, the math would be 6+2 which is 8 then 8 x 10 and that would calculate how much damage output you'd do to the enemy, in this case 80.

The die works by adding the numbers you've just obtained and then times them by 10 and that would determine how much damage you'd do to the enemy. Let's say if you hit a double 6 from the die you've rolled you would first get 120 damage dealt and an added damage from the critical strike which would leave the enemy at 50 health since 150-200 is 50. Once it's the enemy's turn they either have 2 choices; play offensive or defensive. They could attack back by rolling the die or they can choose to play defensive and the total amount rolled from the die would determine how much they'd heal. Max heal is at 120 HP. So if the enemy has just been hit for 150 points he can ask for a heal roll and if he was lucky he could roll a double 6 and gain back 120 health leaving him at 170 HP. So in my game there'd be 1 dice to determine how far you move each block and the other 2 die for combat.

However you may only use your heal roll 3 times, just to make the game fair otherwise the fight would last years and be unfair. I would also like to add that if you kill your enemy, the enemy would have to move back 8 places from where he originally was and continue his path to the end of the game. 



Here is a simple map of the cardboard game Snake. I was thinking of making my game have a similar objective to this cardboard game but make my map a lot more complex with more obstacles and more boxes for players to move from to make the game more intriguing and not finish within 5 minutes like this board would.