We began this week by going over the
feedback that we’d received from the two groups from last week. The feedback
showed us that the movement system we had worked and was enjoyable to an extent.
What we had was to thin, it had no depth and adding this depth was what took
the most of my attention this week. Figuring out how to benefit the players to avoid
each other but at the same time put something there to motivate them to
confront on another was frustrating. Handling this depth took a great deal of
effort and consulting within the group. “Keep it simple, stupid” was a motto to
go by when dealing with the task to make this game more interesting. The same as for last week, iteration was the
key.
From play testing, we found out that the
treasure hunting was an interesting feature and that it was a good reason to make
the players move around the map. Much tweaking was needed for the cost of the
cannons and what treasures there were.
We ended up with what we call “Voodoo cards”
which is a way to give the players an opportunity to affect the environment.
This made an otherwise a bit sterile movement system become alive and there
where now more options thrown to the player.
I had done some thinking on my own during
this week trying to come up with something that would interest the players. And
all week I felt like I had it on the tip of my tongue but it was not quite there.
I had one defined change though and that was to separate the winning condition
from the currency. I felt that that was the snag. This winning condition was decided by the
group at the end of the week. Some thought was also spent on the map itself in
regard of the hexagonally patterned platform that we use and to make these two works
together.
I am happy with the result for this week, I
feel like we came a long way as from where we were at the beginning of this
week.
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