Tuesday, December 2, 2014

Week 3

 Last week we were tasked to get our respective pieces which we all did so the only thing missing from the game was the actual board. This week was mainly about designing the board so that next week the game could actually be played.

First we needed to decide how big we wanted the board to be. We decided that we would make the board somewhere around 18 inches by 18 inches. Since our game is split into four different factions we knew the board must also contain four separate quadrants. We then how to decide what we wanted the spaces to look like. So we opened up photoshop and played around with different shapes. It was determined that hexagons would be the best option since it was both visually appealing and functional. Originally we wanted the board to be covered with lots of hexagons so that there were lots of places to move and lots of places to build. However after looking at it on photoshop we determined that lots of spaces would discourage competition in the game. To fix this issue we placed a smaller number of hexagons in each quadrant and we also pre determined spaces that you could build on. There would be an equal number of building spaces in each quadrant. Also to encourage competition we made less building spaces then it would take for each player to build enough buildings to win. So if each player needs to build 16 buildings instead of making 64 building spaces we would make like 50 so that it encourages competition as you would want to get to the spaces before someone else. Also since each quadrant had a theme like mountains or dessert we wanted to make the background of the quadrats these themes so that they could be easily identified by the players. Ryan said he was good at photoshop so he was tasked to finish designing the board. Zach also said he would finish making the scenario cards so we would have them for next week.

Tuesday, November 25, 2014

The Kinks and Twists (Week 4)

After play testing for the first time some ideas that seemed great on paper, were actually horrific in practice. For example, when we tried to play four scenario cards at one time, it became way too hectic to keep track of. As a result mass confusion was inevitable. The quick fix was to reduce the amount of scenario cards per a round from four to just a single scenario card. The results were exactly what we wanted, just enough influence to make each turn interesting and making the scenario cards simple but still relevant to the game play.
Another issue that is still not fixed is the uselessness of the churches. Since we had to reduce to the amount of scenario cards played per a round, the idea of having to build churches in order to negate the negative effects of scenario cards seem practically irrelevant. However, the church still adds a function to the game that seemed to still work. In order to win you must build one of each building and the church having no positive effect to the player seems to get left out until the end. As a result with minimal building plots left it makes it increasingly difficult to win, adding some spice to the game.

As the game unraveled through the first play through it seemed in the beginning that there was a sure way to win. One player built nothing but factories which allowed him to increase his revenue substantially especially compared to other players which in turn allowed him to build more buildings than anyone else. However, a twist came through mid-game play. One of the other players decided to build a few barracks on the board and a result turn by turn the player picked off the factories from the player who was in the lead. As a result it seems that some diversity is clearly needed in order to reign victorious making strategy a key element to the game. 

Sunday, November 9, 2014

Week 2

            After learning the concept of the game last week, we decided to delve in deeper into figuring out the actual format of how the game will progress. We started with making a back story to the game's theme. How Was Your Day? is based on the time period 2250 A.D. where earth is a desolate wasteland so we have to explore other universes to sustain ourselves. We come upon this world filled with alien creatures and harsh conditions where we decide to build a civilization. This background information helped us come to the conclusion that  our game board will have four environmental regions, which are the rain forest, desert, ice caps, and mountains.

           The next thing we decided on was that the scenario cards which will be played every round which will be partly based on these regions. These scenario cards will act as events that give the players certain advantages or disadvantages for being in these regions. For example in the ice caps there would be ice fissures, blizzards, avalanches, etc. Similarly the desert, mountains, and rain forest would have scenarios relating to their environmental factors as well.  We also decided that there would be events for the whole board too such as an alien invasion, bountiful harvest and more.

           The last thing we talked about this week were the three physical aspects to this game : the buildings, board, and cards. We split up the work on making/ getting these pieces where Zach would be making the cards, Keemia would get the money, and I would get the buildings. We are going to get these pieces for next week and then figure out the full board after.

Thursday, November 6, 2014

Welcome to the New Gaming Experience

In the foreseeable future the earth has been laid to waste. Overuse of natural resources, pollution, and nuclear war have caused the few remaining factions of the human race to escape and travel the stars to find their new home. Once they arrive the several factions reform and turmoil once again consumes the new planet as it did on earth. In order to stop this mayhem one faction must gain dominance on this new world to restore order.
                The story presented before you lays the framework for a new board game in development dubbed, “How was your day?” In this new groundbreaking game four players will be pitted against one another to gain supremacy on the new world. The objective for each player is to build sixteen buildings but, which combination of sixteen buildings will allow a player to win is up to the player.

                The board itself will have a unique feature that sets it apart from all other board games. The core to the game lies within the scenario cards. In essence a scenario card will be played at the beginning of each day (round) and each scenario card will place an effect on certain portions of the board either benefiting players or harming them. An example of a scenario card might be, “An indigenous species becomes your military ally. Place a military barracks on any building plot on the board.” It is this unique feature that we plan to develop around in order to give a great experience to the players.