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Friday 28 September 2012

Our GameBoard

We were set the task of creating a board game. We were first assembled  into a group and then let free to disguise the task. We pretty much got straight to it and starting coming up with a few basic rules such as the range of each class, health points and the strength of different attacks and abilities.

Health: 
To start everyone was given the default of 200 hp.

Movement:
Ranged – Ranged characters are permitted to move 1 block per turn.Melee – Melee characters are permitted to move 2 blocks per turn.

Abilities:
Rob (Seduction) – This special ability can seduce anyone within a 1 space radius, allowing this player to control them for 2 turns, however seducing that player means you cannot attack them for 2 turns.Aaron (Critical) – This special ability can be used to double the attack damage of a move this character does, for example if this character rolls an attack damage of 6, they can then use this ability to double the damage from 60 to 120.
Safina (Health Steal) – This special ability drains 50hp from a selected opponent within a 2 space radius, the 50hp are then added onto the current character, the total hp of this character cannot go over 260hp.
Jack (Fire) – This special ability burns a selected player for 3 turns (-20hp per turn), must be within a 1 space radius to cast.Jamie (Copycat) – This special ability copies anyone’s special ability within a 3 space radius, meaning this character can essentially use any special ability on the board.
Chris (Trap) – This special ability deals 40 damage to a selected player within a 1 space radius, along with this the opponent will also miss a turn.

Battles:
When a player initiates an attack he would role twice. The first roll determines weather your attack hit or missed if the player successfully rolls a 1-3 on the dice that is a hit anything else is a miss. The player would then roll the dice again to determine the damage on the opponent. 1=10, 2 =20, 3=30 and so on but if a player rolled a 6 they would be able to use their special ability and would then roll again to determine the damage of that attack

Once we had our basic rules we started coming up with a few ideas for a board. I had a travelling pack of board games and among them was this really convenient 6 pointed star which was perfect as it gave our group a starting point each. We decided to use this board to test out the game rules we had currently came up with. We then tested the game we found it rather fun but we agreed there were a few kinks in the game that needed to be worked out, like the ability system was a bit useless. But we decided to try out a few other board designs first.

Once we decided on a suitable board we then started talking about improvements we could make. We changed the Hp of certain characters and the ability system we used to have was you had to roll a 6 on the dice to determine whether you used the ability or not and we found that the number six was not coming out very regular. So I came up with a new card system which would incorporate the abilities into them. 

With my system a player would roll two dice at once. One dice was a regular normal dice this was the damage dice and the other a poker dice which was the card dice. A player would roll both of these after the hit and miss roll. The damage dice was still the same, but now included 6 equalling 60 damage. The Poker dice would determine whether a player would pick up an ability card or not. I then came up with ideas for different cards, I then also designed the cards as well.


Unfortunately we only tested the card system once so we never really got a chance to iron out all the kinks. While I was doing this the other members of my group were creating a finalised board for our game. Once I had finished the cards I then helped my group paint the board.

Here is our finished board game with our model pieces ready to be played.


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