Wednesday, October 2, 2013

Print and Play Development: Brainstorming

As I continued to try other games and contemplate some ideas for a new one, I decided to challenge myself with a few questions based on gimmicks. Out of all of them, some proved most interesting, and I'd like to delve deeper into them to make a fun and thrilling game. Here's what all I've collected:

-Dragon Duel Trading Card Game
-Clockwork Shooter Game
-Spaceship Racing Game
-Dungeon Speed Run Game
-Dueling Sports Players
-Chaotic Card Game (Chaos Cube)
  • What if my game was based on cards? 
    • Can they affect another object in the game?
      • A box where depending on where it faces, will give a player a victory point?
    • Max hand size?
    • Cards only obtainable through dice rolls?
  • What if my game was based on players having to make strategic plays as random events occur by method of prediction?
    • Dice rolls obtain cards, but the player has to discard some of the options to fit their max hand size.
  • What if my game was several rounds?
    • Each round governed by several turns being the "time limit?"
  • What if my game had gimmicks based on certain actions being made each round?
    • Each new round the box's properties change?
      • Each face gives or takes away something a player has?
        • Certain faces can make players have a smaller or larger hand that round?
        • Certain faces can take away victory points or give them?
        • Certain faces can give long or short term effects?
  • What if my game could involve a dice schematic where it could change a property in the game to add chance?
    • The box's aspects could change each round based on which series is rolled each round?
      • Each round a series of face aspects on the box that are allocated to a card, where there are multiple cards with different allocations.
      • Roll the dice to decide which card of allocations is used that round.
  • What if my game was only winnable after a certain amount of something was achieved?
    • Victory points?
  • What if my game had an overall theme?
  • What if my game could force players into situations they'd have to climb out of or take advantage of?
    • Box properties?
      • Negative aspects?
        • Smaller hand size?
        • Loss of a turn every other turn?
        • Stuck with a certain property to shift the box?
        • Can only use cards that have non-box-movement-related properties?
  • What if my game was playable from 2-4 players?
  • What if my game could allow players to strategize several steps in advance?
    • Allow players to see each other's cards at all times?
  • What if my game was built on mystery of players and their hands?
    • No vision of players' cards?

So there's a bit of a rundown of what all I've considered for a game I have in mind. I did a quick run-through with a friend as the test subject, and the rules make perfect sense after a timed 5 and a half minute description. I then posed several situations in a 2-player rendition of the game after drawing up some quick cards and pulling a dice, in which we both were able to quickly go through three theoretical rounds. Research shows I still need to add more functions for the box faces to even out the negative and positive properties. Need to compile a rulebook.

It's name is still in development, as well as its overall theme, but I feel that progression has been made, and will soon yield fantastic results!

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