Wednesday, May 28, 2008

It's just a flesh wound...

Yes, more play testing has, over the last week and a half, been performed on our game Crusaders. I'll keep this relatively short and simply discuss and reflect on my participation in this recent group work, as well as the new ideas and rules we have implemented.

First of all, we have a new board design consisting of hexagons placed concentrically around the central hexagon. Although we tried prototyping it before, this version is more accurate and probably the design we will use for the final version. It differs from the circular board as it has 6 nodes on the highest tier, 12 in the middle and 18 on the lowest, most outer tier. We originally thought this design would be a little confusing and tedious for new players to traverse, however because of the way the hexagons connect, it gives a much clearer idea as to the spaces available to you when you are moving up a tier. The extra space also gives room for up to 6 players to play the game. We have not tested the game with 6, therefore this may remain simply as speculation and not a feasible game play possibility.

Below: The ants go marching one by one hurrah, hurrah.....

We have also included a new 'alliance based moved to the game. Both Jeremy and I felt the need to strengthen the allegiance potentials of the game by including a move where to allied armies could move as once, but could only move on a 1/2 dice roll and one of the players would skip a turn. This implemented feature has turned out to be a pleasant success, often turning the tide of the race/battle quite severely. It is an excellent risk vs reward strategy that requires a bit of tactical play as well.

Below: Do it, and let the English see you do it.

Also, just today, we have been messing around with the idea of one use 'powerups' that players can use at any time during the course of play (applicable to them). This idea borrows from the FPS origins we are basing our game from, where items such as Jump Boots and Quad-damage amplifiers existed for resourceful players. Double move and double dice roll abilities were found to an interesting catchup options for trailing players, Mel even managed to beat a node reinforced by all 3 of my armies with only one of his. An 'immunity' option is also being tossed around, which I considered to be game breaking especially from a catchup, last ditch attempt attack on a leading player. We shall see.

Overall I am happy with the success our group is making and can be pleased with my and my team mates involvement in the group. We all have a very good idea of how the game works and the various strategies you can employ to be successful. This is mainly due to all of our concentrated involvement in its production. Very shortly we will be discussing and implementing the games material construction, something that should be quite interesting.

Also, check out the possible figure head for Crusaders...


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