Dev log 7
Chapter 10 discusses the "anatomy of choice" which is something from Zimmerman's book, Rules of Play: Game Design Fundamentals. One of the choices that Zimmerman notes is that of "communication." This focuses on how a player knows what their choices are and which one they should make. In the card game we developed in class this was answered simply at the beginning of the game by telling the players the rules and how to play. Players know they are trying to keep the number of people on the bus below 25 and that face cards are 10 people while every other card is worth its number. The black cards take people off the bus while the red cards add people. This is communicated before the round starts because players will not be communicating during the game. Their decisions can have consequences though if they do not count right. As Zimmerman mentioned in his book every choice will have a consequence good or bad. Three possible choices are, you either play a card that puts too many people on the bus and you lose, you could lose count of how many people are on the bus and then have to recount which slows you down or you could play the right card which could win you the game. We discovered in our "internal playtest" that our first set of rules was not very exciting so we adapted them while keeping the premise the same and came back to the next class with a slightly altered game that played much better (ch11). Initially, it was 1v1v1v1, but we modified it to be 2v2 which made there be a team element and more competition. We hope that during the "game developer playtests" that will be carried out next week in class other groups approve of what we have made and be able to grasp the concept and rules quickly (ch11). If they do then I think we have created a successful, simple game that can be enjoyed by nearly anyone, anywhere.
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