Monday, 5 March 2018

#Week 6

#Week 6
The one where Anxiety, Rage and Paranoia raised from the dead


This week I tried to understand how the monsters could work in a better way as they were too random and unstructured. For a start I decided to have them planned in the story deck so that they wouldn't randomly appear (which might make them appear too late in the game).


I will still have three monsters (rage, paranoia and anxiety) in the game, but each will act differently.



Anxiety:
The player can't use the avoid action on this monster which means that the only way to move through this monster is using lures to move it to other sections or attack it to push it back and make room for the players to move through other sections.

The players will test their Agility against this monster and have to roll at least one 5 or 6. If they fail their test they have to take one of their stickers off their attack action. If they succeed they can push the monster back into an adjacent section. Players test against a monster when they attack it or in the monster phase when they are in the attack range of a monster. This monster only attacks players in the same section as they are.

Rage:
Players can't use their attack action on this monster which makes the lures the only way to move it out of the way.

They test their strength against this monster and need a 3, 4, 5 or 6 to succeed. If they succeed they can push this monster into an adjacent  section. If they fail they have to take one sticker off their avoid action. This monster only attack players in the same section as they are.

Paranoia:
The player can't sleep while this monster is in the same section.

The player tests their mentality against this monster and need at least a 4, 5 or 6. If they succeed they can push this monster back into an adjacent section. If they fail they will have to take off an attack sticker from another player. This monster attacks from adjacent sections to where players are.

In the monster phase monsters always attack the player with the highest number of the trait they test against. If players share the same number the players choose which one it will attack. If no player is in the attack range of a monster it will move one section closer to the player with the higher trait they test against with. If players share the same number the monster will move to the closest. If both players are equally close the players decide what direction it will go. If there is a lure on the board it will move towards to the lure.

Lures will be an item the players can find using the search action. Using this action allows them to put a lure anywhere on the board.

Other tasks I worked on:
Besides the monster system I also changed my play test questionnaire as there were no impartial answer, too many comments sections and no section for play testers that had played the game before. 
I also started with my progress review which I will mainly focus on next week too.
I will also try and do some more tasks in-engine next week.

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