This year our first project is to create a character in a post apocalyptic world, the character will have to be suited to the world that they're from and they will feature in a board game that we're creating.
My character is from a world where global warming has taken most of the grass land and turned it into desert. People are now scavengers as most of the worlds population starved to death. With constant high temperatures those who survived have to adapt to the new climate that they live in. My character wears clothes similar to that of a bandit. His attire is mainly robes with a face mask and protection for his face from the sun and sand. The robes he is wearing are all made from light materials so that he doesn't get heatstroke during the day.
Randomisers
We were asked to think about randomisers for our board game, we used a 6 sided dice to conduct our experiment of testing how random the results could be, whether they be even or biased.
Our results:
1-19%
2-18%
3-15%
4-18%
5-16%
6-14%
We can see from this our results varied quite a lot showing that they were random, though still rather closely related. We needed to create a mechanic for the characters so that the game could have a system to play with. I decided that if we used two dice, we could give the player a bonus when they get the same number on both dice giving them an added hit bonus when their character is attacking and the same for a character that is defending.
Another idea that we had was a hit and miss system, there are going to be different classes in the game and we had to think about how they would fare up against one another. We decided to create a hit and miss system for the characters. The highest number you could get out of these two dice were obviously 12, so we decided that if it was 6 or below then it was a hit, and if it was above then the character scored a miss. These chances though will vary upon the enemy they are fighting because of the different bonuses they will each have. We will need to adapt our system to match character receiving better equipment or scenarios in which they have the upper hand.
We have thought far ahead about our game and what mechanics we will need to involve and it is going to include many confusing randomisers.
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