WEEK TEN DEVLOG


This week as we hone our battle battle game, we have been building around some sort of skill based play and make the game not as random. In the reading on Randomness, it talks about the Elo Rating system used in chess and other games about the probability of winning a game, it makes me think of our game. Our tycoon character starts off with the most tokens of all players and uses 2 dice instead of one like other players. You would expect this would allow this character to easily win but in a few runs its lost. We are still figuring out a more skill based approach instead of luck though.

In the Macklin and Sharp chapter they mention “The Game Design Document”, how in some massive game projects this is a massive hundred plus paper(s) of reference for their game. But in some indie games its like 10-20 pages. Mitchel has been working on a version of this when we play test and adjust boss hp, nerfing or boosting character sheets, and boss mechanics. It’s been a nifty reference for us all to see what we have changed, its process and where things stand currently.

In the same chapter, the text talks about schematics.  They focus on the wireframes, storyboard and blueprint of our games design. My rough draft version of our character sheet was this on Thursday’s class. It helped us get a picture of how our characters played in gameplay and how players will interact with them. It had character information like powers and starting tokens. Our group took these as a nice foundation and are building from it. Adjusting and tweaking what doesn’t work and refining what does!

Leave a comment

Log in with itch.io to leave a comment.