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 owns a sword, then wins.
Step2:
Principle theme: plunder resource
Concept: Build a castle as a wedding house for the princess, which also is the necessary place for building weapons, 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 sandstorm
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 player rolls the dice in sequence,
If roll the dice 1 / 2 / 3: acquire one grid picked by the 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 plunder resources like coins and weapons to eliminate the 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 mechanisms we found out while playing the games, the re-version type will make the rule more complete and settle more obstacles for the players, such as adding some grids for bonus rewards, or some grids for traps. Thus, the audience can expand a large range, like the whole age of audiences.
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