Category: Game Design

Gemstone Mining – Game 4

For this week, we were to create a non-violent version of the game ‘Battleship’ and also change its metaphorical meaning. I decided to make my game more rewarding and also faster to play than the actual game and came up with the idea of having Player 1 hide a set of rewards on the board and Player 2 needs to guess their location. The rewards I chose were in the form of jewels and different jewels have different points. The more rare the jewels are the more points that jewel contains.

 

Sapphire
Sapphire cost 1 points each
Emerald
Emerald cost 3 points each

 

 

 

 

 

Ruby
Ruby cost 5 points each
Diamond
Diamond cost 8 points each

 

 

 

 

Onyx
Onyx cost 12 points each

On the board there will be:

  • 5 sapphires
  • 4 emeralds
  • 3 rubies
  • 2 diamonds
  • 1 onyx

The rules are simple:

  • The first player will first put all the gemstones in random coordinates
  • The second player will have to guess the coordinates and is allowed to call 10 coordinates and he/she can do this for 3 rounds
  • Once a gemstone is uncovered and dug out, a new coordinate must be allocated for that jewel for the next round, however the ones that were not uncovered cannot change their coordinates.
  • The total number of points are calculated and the player with the most points win

 

GemstoneMining

 

ThiefScape – Game 3

This week we were to create a game which shows a simple story through our gameplay. The first step I did was to think about how the game is going to be played and what mechanics I should incorporate in my game. After a bit of brainstorming, I decided to go with a sort of maze like game where a protagonist needs to venture through and make his way out. This maze would include a time limit and a lot of obstacles.

When I started designing the maze, I also started to think about what story I would like to represent. More so, who the protagonist and antagonist were going to be. I came up with the idea of having a thief being the protagonist and security guards as an antagonist.

After this, everything became more simple and knew what I had to do. The rules were simple:

  • Avoid being caught by patrolling security guards
  • Make your way safely to exit without triggering any traps or you get caught/die
  • Get out before timer hits 0 or an alarm is triggered

As obstacles/antagonists, I decided to include the following:

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A hidden pit fall
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Patrolling security guards

 

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Tripwire which triggers death traps
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A bear trap
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Spikes which kills when in contact with
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Crates acting as obstacles
Brick-Wall-Pattern
Brick walls

The final game looks something like this:

ThiefScape.jpg

Lud(o)ic – Game 2

For this game, Ludo, I decided to add 2 additional resources and modify an existing one. For the first additional resource, I came up with the idea of having 2 spots on the Ludo game (orange arrows) (the spots on the Ludo game are decided by the highest x2 dice roll from each player playing Ludo) and the idea behind this resource is that when a player lends on it, gets to first choose any player of his choice (could be himself) to send himself/herself or another player back X number of steps back decided by the x1 dice roll.

Another resource is Portal. There will be 2 portals on the Ludo game as seen below (purple circle):  If a player lends on this portal, he/she decides a player of their choice they want to swap places with using the piece they used for landing.

Screenshot_3

 

The last thing that I decided to modify from the game was when a player lends on another player. To make things a bit more interesting instead of just having the other player that landed on another piece go back home, I decided that it would be a better idea if the players battled for that position by a roll of a dice. Highest number wins. Rest of the rules remains the same.

Deck Wreck – Game 1

The game Deck Wreck starts off with both players having each assigned a total of 6 cards. All cards will be faced down which is one of the rules of the game. 3 cards will be in-play while the other 3 will be out of play. The 3 out of play cards will be representing the life points of each player. The rest of the cards will be put separate.

This is the initial setup:

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After deciding on who starts by means of sortition, the starting player chooses 1 card from the deck which he is allowed to view. After seeing that card, the player has 3 options:

  1. The player can stick to that card and choose to attack the other player with it.
  2. The player can choose another card at random instead
  3. The player may choose to arm himself

The winner will be the one who has the highest number. A life point is lost to the one that loses.

If the player chose option a, a card of his choice must be selected from his opponent to attack it.

If the player chose option b, a random unknown card will be chosen to attack.

If the option was c, the player arms himself by taking a life point from his own deck and adding that card face down. When arming oneself, the next round the other player HAS TO attack the armed card.

Horus protection

Each player also has 1 chance at using horus protection. What this does is after a player initiates an attack, the player being attacked may merge 2 cards together to protect himself from the attack. If he manages to protect himself, he does not lose a life, the other player does not get damaged and the cards used for protection gets discarded and another 2 new cards come in play faced down. If however the horus protection won’t work, the player loses 2 life points instead.

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