Monday, November 1, 2010

Evolution of The Project-X so far...

So we've set up our storyline and discussed in detail the pros and cons of different functionalities of the game. Changing an aspect from A to B and then to C is a long process of logical versus aesthetic debating, and without a doubt C will be changed again to D before the game is finally released.

This is just a brief breakdown of the evolution of the game so far.

We decided to go with the themes Theology and Technology.
We thought contrasting ideas might mix well together to create an intriguing storyline. The players would choose to play as either a God or MegaCorporation in the battle to convince the people of the land to follow them. The player with the most followers at the end of the game wins!

As the game developed, the storyline began to spin out of control. More and more complicated explanations were needed to explain what should be simple functionalities of the game. So we decided to change the character's motivations.

Each player chooses a race. Each race is determined to use the their technology and man power to reach the power of the Gods. So we dropped the idea of collecting followers and changed the winning criteria to the First player to 'Build a worthy Relic for the Gods'.

Rolling the dice was the most obvious way of getting around. However, after some brainstorming we wanted to take the turn based game as close to real time as we could to give strategy more of a focus rather than chance. So we decided to give each unit a predefined amount of moves.

But a game is less challenging without chance. So we added chance cards to the board. Cards that are collected and played during the game to give player's strategies a hidden advantage over the other players.

Bringing the focus back to the winning criteria, Build a Relic. How is a relic built? By collecting enough materials. How does a player collect materials? From Mines scattered throughout the land. This encourages players to explore and expand their race and exploration and expanding inevitably leads to conflict.

The combat system is something that has been changed and changed again. In real time strategy games, units have health. A victorious warrior clean from battle would not have as much health as a newly trained unit. So we decided to have HP in our game. Having different HP for different units really takes the focus away from the strategies of collecting materials and during playtest stages it was decided that HP complicated the game too much. So the combat system is still on the table as it were(excuse the pun).

Our game is still undergoing some playtests so as stated before, decisions will be changed and changed again. So stay tuned for more coming soon!

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