Tuesday, October 4, 2011

Last Wednesday class began with another presentation by group three. The presentation was twitch skill, different player types, and the need for different balances of luck and skill. Michael brought in a printed version of our game board. It was a clear problem for the eye to see your section and which way you should move. we discussed different ways to fix this problem including take out the lines along the path, making the lines along the path thinner than others, or putting arrows down to show the way you move. Eric came back this week and we filled him in on what he missed last week and he shared with us his thoughts on our changes also his card ideas from last week. The main focus we had at the beginning of class was the overall design of the board: borders, spaces, pieces, and meteor spots. Our first play test in class we decided to play a different way by not starting with any initial cards. Cards are a great component of the game but it is a little confusing when we can play a card or how many, this is still a kink we need to work out. During the first play test Jamie was drifting with no fuel and i played a card on her to move her back two spaces. This ultimately took Jamie out of the game and it was very obvious from the moment it happened. This is something that we do not want in our game so it sparked a debate on changing some of the dynamics of our game such as; different spots for card and fuel spots, making cards free, taking fuel out of the game, and having different cards that are free to play. We ended up changing the amount of fuel and card spots from every 7 to every 5 spaces and we also changed the start fuel amount from 15 to 10. Also, we decided that once you land on a meteor spot it will be removed so this takes away the chance to skip a turn and harvest more fuel.

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