dev long 10


The Battle Battle game that we were tasked with making this week was a non-skill game. There is no way for one person to be better with the same character than the other. It is completely random since we are rolling dice to see what happens each turn. Our game can have a different process that leads to the same outcome. Since there is no "player with a higher skill level" there is a mystery in the game (Maklin and Sharp). You are always anticipating what you and the boss are going to roll to see who wins that round. For the "schematics" of our game we decided to make each character have a different appearance based on what they can do (Maklin and Sharp). For example, the roulette boss is going to be green and it will have all the numbers displayed on it. In our "game design document" we detailed how the players can defeat the bosses (Macklin and Sharp). Macklin and Sharp talk about how many game design documents are four or five pages long. Our document is only a page long, however, I do not think we are missing anything on it that would make our game unplayable. While we were playtesting in class this week we made several edits to the design document. Changes ranged from adding or subtracting tokens from the bosses. To change what numbers on the dice mean for the player's characters. An example of this is changing the Ace character's dice roll values. Initially, it was either 6 or 1 but that was too overpowering so we changed it to be two values for 1, a value for 3, and then three values for 6. This balanced the game and made it more enjoyable because you now had anticipation for what was about to be rolled. 

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The game design document will come more into use when you do the big final board game project. For now, just think of it as guidelines for how your group keeps track of what the game is about and what you want the project to accomplish.