Monday 29 November 2010

hexagon board based shooter game

We started with a basic shooting game with cards and we had to choose one card to lay each turn and flip them at the same time.
The cards were move, move & turn, turn or shoot.
In this game you didn't need to face exactly where you wanted to move but you did always shoot that way.

With a board with no obstacles this became very boring but we just wanted to test the bare mechanics and not have too much skill added to change our opinion of the game.

The first problem we found was that because everyone turned their cards at the same time, people knew if they were about to be shot at and from where so, providing they where already planning to move, they could see where exactly to move to be safe.
We decided to make the cards be turned in order depending on what was layed, first was movement, then move and turn, then turn and finally shooting.
With the plain board not many people got shot at but this addition defiantly helped people get close to winning.

Secondly we doubled the movement because moving was taking too long to get across the board and trap people, we could have halved the size of the board but you need the size to make the tactical blocking (limiting where someone can safely move) possible and without that shooting people was hard.

We then added a move and shoot card to go after shooting, as people always avoided standing in front of the other players in case they chose to shoot, you could only move one spot then shoot but yet again this was abused because of it being last and the others couldn't dodge.

I thought about lots of different level layout and i will try to upload these at some point in the future.
I also toyed around with the idea of different spots for extra defence or some other additional powers like that but i was jumping ahead of my self and really wanted to make the game mechanics work before worrying if powers were over powered or unfair on others. The idea of having something to move to would have helped though as we always had people ganging up on others and the game needed for each player to be worrying about staying alive rather than vengeance and making alliances.

it was nice having this challenge because the place we started from with the mechanics wasn't very good and didn't work at all but this will probably happen a lot when I am developing games in the industry and trying to make other peoples games better.

1 comment:

  1. yes, as you get more familiar with playing and iterating game mechanics it will be easier to spot what combinations work. There is a lot of trial and error.

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