Game Design Report: “Save the princess”
Game Design Report: “Save the
princess”
Step1:
Two game players have nothing.
If one player builds a castle first and then own a sword, then win.
Step2:
Principle theme: plunder resource
Concept: Build a castle as a wedding house
for the princess, which also is the necessary place for building weapon, then save
the princess with a sword to cut the rope.
Blue area: Ocean. Players can obtain fish resources here.
Brown area: Woodland. This zone yields wood resources.
Green area: Pasture. Players can gather wool resources in this area.
Yellow area: Desert. This is where players can collect sandsworm
Red area: Berry Forest. Players can obtain berries here.
Gray area: Mountains. This region provides stone resources.
Acquisition:
Castle = green (stands for sheep) + red (stands for cherry) + grey (stands
for rock) +yellow (stands for sandworm) + brown (stands for wood)
Sword = grey (stands for rock) +yellow (stands for sandworm)
2 coins can change a weapon
A weapon = eliminate an opponent's grid
Step3:
Each players roll the dice in sequence,
If roll the dice 1 / 2 / 3: acquire one grid picked by player
If roll the dice 4: turn to another player
If roll the dice 5: get one coin
If roll the dice 6: get one weapon
Step4:
Players through plunder resources like coins and weapon to eliminate
opponent’s grid.
Step5:
Resource management is not balanced and complexity, occurs the
economic systems in the game. We test and play it as the real table games and
find out the problems.
Step6:
Since the rule is simple now, the game now is suitable for audience
like primary school children, teens, and young adult.
If fix the bugs of rules or mechanism we found out while play the
games, the re-version type will make the rule more complete and settle more
obstacles for the players, such as add some grids for bonus rewards, or some
grids for traps. Thus, the audience can expend a large range, like the whole
age of audiences.
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