Workshop #2

Work Shop #2:

Team Members: Jade Mills-Brewster, Thomas Wright, Leon Bitolkosk, Jason Sewcharran 

Race To The End

Dungeon Runner:




















Rules:
Main Objective: Get the crystal skull!

  • You may move in any direction, once direction is chosen you may not change direction.
  • Treasures may be kept for use at anytime during your turn.
  • Red Tiles = Traps.
  • Blue Tiles = Treasures.
  • Duel with players when passing each other on same tile.
  • When dueling with another player, each player rolls a die, player with highest die roll wins and gets to send loosing player back the number he/she rolled to win duel.
Enjoy!

Design:
The Designing of Dungeon Runner came to include the following stages:

Brain Storming:
The first section to our groups brain storming section of development was that of getting each member to write ideas down onto square note paper. These paper notes were then jumbled together and each member grabbed a random piece to read out and brainstorm from with other members.

This process was then followed up with a diagram brainstorm cloud chart forming of our selected theme from the previous note step. This allowed us to select a name for the game and brainstorm further in more depth around the theme as well as what we were wanting to include in the game.

The last step of our brainstorming section branched of the brainstorm diagram, in the way developing cards for the game.


Development:
After the Brainstorming process previously implemented our team was able to continue on with developing draft pieces of the boards and cards to be implemented within the game. Our team split up into two smaller teams of two so as for one team to work on the board and one to work on the cards, my team worked on the board.
The board was firstly drafted out very roughly to give a sense of the size, styling that was wanted as well as allowing rough placement and equalization of traps and treasures tiles (The two forms of cards implemented). This rough draft produced allowed us to make a final draft based on it with minor improvements to path directions and lengths in comparison to equalize the game further.





Refinement:
Refinement of the game came after the team play tested it ourselves as we discovered the game play to be too separated, long and not so much conflicting as we would like.

In an attempt to rectify these discovered issues we cut the board in half effectively halving the play time, doubling the interaction between players and generating more conflict. Though this reduction after having other groups in the workshop play test our game, were seen to be not enough of a reduction to size and time of game play. This lead to a new draft of a more linear, shorter, more conflicting board being developed.

Cards within the game were also refined in this section of development as they were discovered to be too unbalanced with some cards being extremely harsh and others being quite un-punishing.

















Play Testing:

Prison Break

















The good aspects of the Prison Break game our group play tested came down to the theme of the race to the end game, the dueling system implementation, the smaller board space, and general collectibles.

The negatives came down to the board having an extremely excessive amount of plain tiles, as each move felt like just plodding along (left totally to chance). The placement of special tile spaces where mostly left to being totally out of the main path of most common paths for players to take. the final Negative discovered was that the board was or seemed to large for the game as a lot of time was spent traveling to your destination etc.

- Jade Samuel Mills-Brewster

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