Prototyping
Paper Prototyped Board Game
Description of the Game:
My game involves trying to own the majority of the plots on the board to win. In order to do so you have to travel along the board until you have collected enough cards in order to kill each of the bosses that reside in each of the three key plots/areas. There are a variety of cards involved that each have a certain amount of damage that they can do. Each of the bosses has a different amount of health, and you can strategize which direction you want to go. Along the paths there are chests which you can cross that will give you a chance of more of the cards. If 2 players are playing along the same path and cross the same chest then they must fight each other and play a game using the rock paper scissors mechanic to decide who gets a chance of getting the rewards in the chest.
Core Mechanics
Rock-Paper-Scissors and Area Majority
The First Prototype
The first play session was the most complicated as me and my teammate were trying to figure out how to implement the mechanics we were thinking of. Ultimately we landed with a very simple game and while it worked, the rounds would be very short. You would win by using a Rock-Paper-Scissors mechanic using the different weapon types on the cards and gain control over the majority of the areas on the board. To improve this, I added more rules and movement on the board. I wanted to keep the same mechanics in mind but apply them in a more interactive way.
The Second Prototype
Revisions
In the original, players would directly fight each other using a Rock-Paper-Scissors mechanic, and whoever owned the majority of the areas would win. The revisions made between session 1 and 2 were that instead of having cards from the beginning, you have to earn them by traveling across the board. You would have to go around and reach the target areas in order to collect the cards, and if you ran into the other player then you would have to fight them using the same rock paper scissors mechanic. Whoever wins, gets the chance to take another players card at random. Afterwards, after collecting enough cards, a player could go to one of the areas, and kill the boss that is there in order to claim the area. Each boss has the same amount of health (10). Previously, the gameplay was very simple and short, and these revisions were made in mind to try and make gameplay longer and more engaging.
The Third Prototype
Revisions
In the second prototype, it was revised so that you had to earn the cards instead of having them from the start, however you had to earn them in one of the three areas on the board. In the revisions between session 2 and 3, players can now gain the cards on the paths in between the areas. Players can gain a card from one of the chests if they land on the area directly or cross it. Each chest has a fixed number or number range in which you have to roll using the dice in order to obtain a card. If both players run into each other at a chest, then they must fight each other using the Rock-Paper-Scissors mechanic, and whoever wins will get the chance of gaining the rewards from the chest. Another revision is with the bosses at each of the areas, they each now have a different amount of health so that you can strategize more on which path you wish to go on. The bosses are also on cards, so you can place them in different areas each game manually or randomly. Then, a wider variety of cards is implemented, with more options of different damages that each card can do. These revisions helped to give more variety to the gameplay and let players be more creative and engaged with how they choose to play.
Further Details on Core Mechanics:
The core mechanics used are Rock-Paper-Scissors and Area Majority. The Rock-Paper-Scissors mechanic is used within the three different weapon types that are on the cards. Each weapon has an advantage or weakness to another weapon. The Area Majority mechanic is implemented through the endgame goal of trying to own the majority of the areas on the board to win.




Comments
Post a Comment