Tuesday 18 September 2012

Game Design & Production Assignment#1


Name: Lucky Star
Number of Players: 2 - 6







Objective:


                   The first player who lands on the star block wins the game. Players can either solo or team up with a partner, 1 or 2, base on the number of players.

How to Play:

                   Players take turns to roll a 6-sided dices to move. If they land on a block with arrow, it moves to the block where the arrow is pointing at. There are also special blocks players might land on.


Black Block: Player who lands on this block gets to draw a card from the player card pile. Player can keep maximum of 3 cards in their hands and use the card during game. Once a card is used, it goes to the bottom of its pile.


"Time to Party" Block: Player who lands on this block activates an event that effects all players on the map. 1 player draw a card from the "TP" card pile, and use the effect immediately. Once it is used, it goes to the bottom of its pile. Players do not get to keep the "TP" card.


Card:

                   For user card, there are 2 types - offensive and defensive. Player is only allow to play one card per turn.


                   Offensive cards has a red background and are use to prevent other players from moving forward. On the top right corner, the plus sign indicates player only can play this card before rolling the dice. Players can still roll the dice after using a plus sign user card.




                   Defensive cards has a blue background and share the same user card pile with offensive cards. Defensive cards are used to protect players or boost up players movement. On the top right corner, the minus sign indicates once player uses this card type, he/ she cannot roll the dice to move after and his/ her turn is over.

                   There is another card type where there is no plus or minus sign at the corner, which indicates players can use it anytime during the game, whether is it their turn or not. The effects of the card applies immediately.

                   For the "Time to Party" card, there is only one type, but they might have both positive and negative impact on players according to their location on the map with other players.





                   "TP" cards has a grey background and are in a different card pile than user card. The exclamation mark on the corner indicates once a player lands on the "TP" block, the top "TP" card is in effect immediately.  

                   In the prototype version, there are 24 cards. 8 offensive cards, 8 defensive cards, and 8 "TP" cards. Most of them are untitled at the moment.


USER CARD:
Offensive:
001 - (+) swap position with a player you choose 
002 - (-) move to the end of the row, any player on the way will be sent to the beginning of the row.
003 - MINI TRAP (+) set a 3x3 trap and a player next turn's move is reduced by half if he/ she steps on it. 
004 - (+) freeze a player for one turn.
005 - (+) launch a 5x5 explosion from your position, any other player in the area cannot move next turn.
006 - (+) choose a player and his/ her next turn moves backward instead.
007 - (+) choose a player and his/ her next turn moves 1 block forward instead.
008 - (+) expel a player outside the map for one turn. He/ she returns on the block behind you after.

Defensive:
009 - () transfer the effect on you to another player or it is cancelled if there are only 2 players.
010 - (+) choose a player and he/ she can move vertically for one turn.
011 - () if the player is affected to move backward, he/ she moves forward twice of the steps he/ she has to move back.
012 - MAKE IT 3 (-) roll 3 dices at once next turn.
013 - (+) move to the block before a player that is ahead of you.
014 - (+) times the number of steps you get by the number of players who are playing.
015 - () reflect an effect to the player who uses it.
016 - (+)  choose a player and he/she cannot be affected by all cards' effect for 3 turns.

TIME TO PARTY CARD:
017 - ! any player ahead of you move up one row; any player behind you move down one row.
018 - ! any player ahead of you move backward according to the steps you just moved; any player behind you move forward according to the steps you just moved.
019 - ! all players' tokens now hold 2 blocks instead for 5 turns. Any effect on the second block shall have the same effect on player.
020 - ! the closest player to the end switches place with the closest player to the beginning. 
021 - ! all player discard one card in their hands in order to move next turn; players with no cards in their hands draw one card.
022 - ! all players move 5 blocks backward, if player has to move down a row, he/ she moves 5 blocks backward again.
024 - PROGRESS ! all players move 5 blocks forward, if player has to move up a row, he/ she moves 5 blocks forward again.


Core Idea:

                     When I started to design this game, I thought about what would make it interesting for players and keeps them playing. Besides interesting story, nice art and well polished, gameplay would be a big part of it. 

                     For gameplay, I am looking for lots of interaction between players on the board. So, I decided to add user cards into the game. This way, players have impact on each other, and tactical decision can be made through teamwork. This also allows players play with partner. On the other hand, it might not be fun enough just to let players use effect on each other, therefore, I added "Time to Party" cards. The purpose of this is to add some unexpected event to players, so they cannot rely on their card or plan too much and be aware of changes. So far, there are 24 cards in the prototype version, but there will be definitely more in later versions.

                     For the map, instead of trying to come up a whole new map, I chose the 100 blocks in a square form, the one similar to Snake & Ladder. It was because this way, the map is easier to be manipulate. For example, players have to move upward or diagonally because of card effect, set up effects on multiple blocks, relocate players, etc. It would be much easier and flexible to have the map this way.

                    At one point, I thought of putting money system into the game, maybe something like Monopoly, but considering it might be a little bit too much work for players, and I would rather players focus on how to proceed on the map more than how to spend their money. So, it is not added into the game.

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