Sunday, 5 August 2012

Week 2

(This may not be the correct format to writing this)

During the practical in week 2 Kai, Chris, Tim and I developed a simple board game. This game was a race type game where you had to move your piece to the end. Using supplied materials a board drawn out and pieces assigned role for players and rules established.

Gameplay and rules:
  • The board consists of a winding path 40-50 spaces long ( no precise number was recorded.)
  • The board has at random intervals obstacles
  • roll die and move forward that many spaces.
  • if you land on a obstacle you must roll for success
    • 1-3 is a failure and you place your piece before the obstacle
    • 4-6 is a success and you place your piece after the obstacle
  • if you land on a opponent you must fight
    • fighting takes place by both players rolling, the highest number moves their piece forward.
Using these rules and board on the first play through we found the game to be rather fun, accompanied by the friendly banter and colourful curses. 

Over all this experience taught me about balance. Some of the original ideas for myself and other were extremely OP (over-powered)e.g.:
  • if you are in the lead and roll a six you can place one un-passable barrier that lasts 3 rolls.
    • Note: this might work if the board was longer and more players where present.
  • doubling the mount of obstacles to jump from the 15-20 set to about 30 
  • the player had to roll for success with an  obstacle even if their roll placed them past it.
    • think hurdles, must jump to continue
This weeks games:

Donkey Kong:



1. Interactivity – what is the CORE game mechanic – HOW is it interactive

Depending on your charcters location, the barrels will fall in a different pattern


2. Concept – what is the BIG THEME (playing tennis, being in space etc)

climbing ladder and jumping barrels.

3. Often concurrent to the concept, what form of spatial arena is present


4. Goal – the overall point / outcome of the game

The goal of the is to rescue the princess

5. Challenge – the manner in which interactivity is designed to be difficult / unpredictable

it is tricky for the barrels are not following a set drop path and climbing laddes leaves you extremely exposed.

6. Story: Are there any story elements within the game? Consider any differences the original platform might have made to experience of the game?

other than save the princess I understand no.

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