Concept 3
Our 3rd concept was to still use the dragon pick up system but instead try to create different effects for different dragons so there was incentive to go to different dragons. Ryan, Austin and I thought of the concept and we decided to go for elemental dragons as a theme and we implemented a type effectiveness system similar to rock, paper, scissors. In a challenge, both players would reveal a card simultaneously and if your card was effective against the enemy dragon's type you would deal more damage. For movement, The two action points still applied as we wanted to create meaningful decisions. Now you could play certain dragons, which cost one action point to play. The elemental dragons would be the 'combat' dragons and we also had support dragons that were more utility based, of which we placed some effects on them. For example, we had a dragon were players could have a extra movement point on use and another that could heal the player's health. For this version, my main contributions were brainstorming the elemental dragon idea with my teammates as well as thinking of the various elemental and support dragons that would fill the game. During our playtests for this version, we were given feedback that a board did not really feel necessary as it did not add much strategic elements. Also, we had a retaliation mechanic, so if you got attacked, you would hit back for a certain amount of damage based on how effective your type was. However, this caused a problem where it did not feel worth it to attack another player as at certain times you would take equal amounts of damage. So, we decided to adapt the game into a card game while keeping a lot of the concepts that we were able to think of initially while brainstorming for this concept.
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August 2018
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