Work Shop #3

Work Shop #3:

Territorial Acquisition Game:

Planet Horder:




















Rules:
Main Objective: Hold as many planets as possible, so as to be the last standing.

  • You may move in any direction.
  • Players receive reinforcements each turn relative to number of planets they control: (>0=1), (>3 = 2), (>5 = 3), (>8 = 4). Reinforcements may be placed on any controlled planet.
  • One die may be used to move, the remaining die is to be used as range of attack.
  • You may battle with other players on your turn when they are within specified range.
  • When dueling with another player, each player rolls a die, player with the lowest die roll looses and discards one ship from attacked fleet. This is repeated until there are no more defenders or attackers.
Enjoy!

Design:
The designing of Planet Horder came to include the following stages:

Brain Storming:
The first section to our groups brain storming section was the individual development of a theme which was shared and discussed between group members. These ideas were then meshed together into the development of planet Horder's main theme being a inter planetary territorial acquisition.

This process was then followed up with the acquisition of the suitable intended target audiences in relevance to our theme, and a diagram brainstorm cloud chart developing further off of our planetary warfare theme from the previous brainstorming 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 within game.

The last step of our brainstorming section branched of the brainstorm diagram, rules for the game.


    Development:
    After the Brainstorming process previously implemented our team was able to continue on with developing a rough draft game board. The board was drafted out very roughly to give a sense of the size and be easily editable/scrap-able. The game was then play-tested by the team so as to get a running feel for how the design of the game was turning out, after flaws in the first design were addressed by team members the next process was able to be started.





    Refinement:
    Refinement of the game came after the team play tested it ourselves as we discovered the game play to be lacking intimacy of players and not enough controllable nodes (planets).

    In an attempt to rectify these discovered issues the board was folded into 3/4 the size and more planets where introduced so as to liven up game play and introduce more conflict/goals. This reduction after having other groups in the workshop play test our game, were seen to be just enough as long as there were constantly 4 people playing at once. It was still noted though that the actual game play time itself was quite lengthy.


















    - Jade Samuel Mills-Brewster

    No comments:

    Post a Comment