Todays group session was an oppertunity to speak with our lecturers and get some constructive feedback about the current status of our board game.
We managed to settle the conflict regarding the boards layout and size. It was just a matter of settling the mechanics. Some of the rules we had noted were either too complex or just pointless.
Our idea of having a variety of themes to attract a broad target audience remains the same, but its just a matter of discussing which themes to use for children, teenagers, adults etc...
Since our game uses numbers, it'll be easier if each player has a refrence card to keep score of their pieces.
After the play testing session the other day and we have agreed that all three sets of game rules work. Each set of rules are easier than the next, which makes the overall game appealing to the audience we're aiming for.
The tower defense conditions are still in the works but from what Kai told me there are a lot of bugs.
We then moved on to discussing the movement conditions and a new layout to the board, because triangle pieces on a square board didn't really make any sense. So we decided to put triangles inside the squares. We the came across the issue of the pieces facing in the wrong direction when engaged in combat with their opponent. I suggested that each space should consist of a trangle within a circle, and any surrounding space can be supported with the boards landscape layout. Me and Kai suggested we could use symbols on some of the spaces (like in Scrabble) to use as bonus spaces or level ups. Joey said it would make the game too complex and we'd be trailing away from the simple strategy gameplay.
We thought three movement turns per player, similar to Warhammer's movement when each player can move a selection of their units where ever. However, players may forget what stage of movement they are up to and will complicate the gameplay.
Overall we had decided to change the boards grid layout to circles and the board is going to have a 9x9 sized board with the triangles surrounding the centre, for the players deployment zones.
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