Devlog 10


This week in class we focused on building our new game centered around the base of battle battle. Battle Battle is a simple die game where characters have abilities and hit points that you try and dwindle down to 0. It is 1 versus 1 based and is a great beginning start to a game. Our goal for this project is to have three separate players work together to try and defeat another opponent. However, this project has been hit with a few roadblocks. The first and hardest one we are trying to overcome is how to make the first faze of our game not feel worthless when the second phase of the fight is all that matters. During the first phase of our game players work to dwindle down the hit points off the Vault boss. Our game however feels completely luck based so trying to add a few more skills into our game would make it much fairer and more balanced than what we previously had. “Fairness is key to how players perceive randomness “. (Chapter 11. Fairness) Making our game fast paced yet meaningfull is one of the hardest things I’ve had top do in this class. Our entire game is set up around die rolls and that is the randomness factor. The only thing I can change about that would be either character abilities or certain die rolls mean you get to do something. “Randomness itself is neither good nor bad Instead, examine how the randomness in a game affects player choice and, thus, how it affects a player’s flow state” (Chapter 11, Fairness). This statement has helped open my eyes to how card game design really works. Once you have a great beginning set of rules the rest all depends on how players feel while playing the game.

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