7For the past couple weeks, we have been finalizing our game for play. The long awaited step to making a game, or making an example of our gaming making potential. Which also means it's the one step that is not fully decided by us, but by people around us. This means that this is the first time we find out if our rules make sense with no explanation. This is the most difficult part to fully explain to people, as we made different mechanics that suited more to a video game, not a board game. This made it hard to really execute any game play, which I don't want to admit in the post-mortem, but we never had enough time or resources to remake certain parts, or make more than we realized. This is were we could've added a grid to the board and decide with how many moves we can make through what setting you had for the character. There could've been more pieces, especially for the boss and companion characters, but due to experimentation and unknowns as to whether we would use these pieces or not prevented us from making more, also I don't want Mr. B filling his schedule for pieces. We never had a way to show how much health was taken, given, or overall shown, it was just a number you felt. So may factors were made without explanation to ourselves for the most part. Not a good base for our game. Which would've meant, back to the drawing board, literally. If we were making a real game then this would've been the first draft, we work rework the whole combat system altogether, along with more use of the die in movement and a grid. The style we used was not what we planned for at all, since most of it was place holders, along with making multiple boards for different levels, along with different pieces, characters/cards, and different items. Not to mention the feedback we got for what we thought were good ideas, like the pieces (apparently one of them broke), the visuals which some saw and some didn't, and *sniff* the tiny weapons being unnecessary. But, that's the way of game design, people not liking it is good, since we know what is better, way better than having a good idea that means mediocre enjoyment. Our overall survey results, many were negative
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JamesHe aspires to be a game designer, let's just hope he gets there. He also happens to goes to DSA. Categories
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