We have established a vague game design-the core idea was to make a casual game with some concepts of a hardcore game. According to the initial idea we have decided to restrict few components, such as: dice(inconsistency), cards(complexity), multiple game pieces(complexity). We have acknowledged that some popular videogames have alternative boardgames, such as Halo, Doom and Gears of War. With that in mind we have looked at considerably unique video game - Minecraft, and discussed if it can be recreated in the form of a boardgame. Then, we have came up with a simple concept- where players will take a place of enemies and go after the protagonist(non playable character). The game was a turn-based strategy, which would be played on a hexagon map- where players would start from opposite corners of the map and work their way towards the middle(where NPC is positioned). The map would have different terrains which would affect player's movement.
Consequently, we have a made a crude two-player archetype to test out the gameplay.
Initially position of the NPC would change after each player has made two steps- later we have agreed that counting players' moves was too tedious. So we have added few panels which(when stepped on) will affected NPC's position.
This is a photograph of the first gameplay(Figure2.).
We have set up basic rules: hexagons had different numbers(1-2) that would indicate players movement. Players had to start at the botton of the map and move towards the top-right hexagon with orange outline.
Also there was a platform(outlined with purple) which when activated would cause NPC to relocate.
The image(Figure 2.) demonstrates how both players where moving towards the top-right corner(original NPC's position), yet once player(2) activated the puple platform, NPC switched the position to the top-left(highlighted with red) making it more favourable for himself and less for the opponent.
This version of the game was extremely bias, yet it was possible to trace what desired gameplay would feel like.
Consequently, we have a made a crude two-player archetype to test out the gameplay.
Initially position of the NPC would change after each player has made two steps- later we have agreed that counting players' moves was too tedious. So we have added few panels which(when stepped on) will affected NPC's position.
This is a photograph of the first gameplay(Figure2.).
We have set up basic rules: hexagons had different numbers(1-2) that would indicate players movement. Players had to start at the botton of the map and move towards the top-right hexagon with orange outline.
Also there was a platform(outlined with purple) which when activated would cause NPC to relocate.
The image(Figure 2.) demonstrates how both players where moving towards the top-right corner(original NPC's position), yet once player(2) activated the puple platform, NPC switched the position to the top-left(highlighted with red) making it more favourable for himself and less for the opponent.
This version of the game was extremely bias, yet it was possible to trace what desired gameplay would feel like.
Figure 2.
As a team we went with the idea becasue it was slightly contraversial,- since we were replicating existing game yet at the same time gameplay and rules were so different that it could easily have a different theme.
We have looked at different existing games that are played on a hexagon-grid, one of them was Captha mouse[Figure 3.] where each platform has unevenly round shape, giving an effect of a less formal attitude. The visual tecnique could be applied to our final design.
Figure 3.


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