#Week 9
The one where I only produced paper work
Item Deck
This week I have focused on what kind of items should be implemented in the board game.
Players receive items by using the search action which can be used on any map tile. The search action is a quick action and can be used up to two times in a players turn. When they use the search action they are allowed to draw one item card.
The item deck consists of mostly beneficial items but can also be negative such as having to remove a cube token off a slow action or dropping an item they already have. I also tried to make items contextual to the story to create a more immersive element for the players.
There are wound cards for example which tell the player that they hurt themselves while searching for an item and that they will have to remove a cube off a slow action. But there is also fruit or water they can find which gives them enough "strength" to play another action in their turn.
Story Deck
I have also created this flow chart that would represent the "perfect" or "ideal" play through to see how many cards are necessary and where and when story cards should be drawn.
I came to the conclusion that I will need to have about 15 story cards to tell the entire story and to give some help to the players in case they are struggling. The timer card will let players now if they have to draw a card in a certain "hour". These cards are there to help. The story deck will inform the players about their next goals and if they need to draw a different story card once they accomplished a goal.
I also decided to cut the event deck as I found that it would add to much randomness to the game and I am trying to accomplish a linear experience as a proof of concept for this type of game. Adding random or procedural elements to the game would make this project too complex for the time frame given as I had to draw out all possible outcomes and eliminate any chances of flaws in the game (in terms of mechanics or story). This also means that I planned when and where monsters will spawn which also avoids from monsters to spawn too late in the game as it happened in the play test.
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