Tuesday, 6 November 2012

Creating an RTS

In this session we were set the task to create an RTS. This task was based around the reading describing MDA, Mechanics, Dynamics and Aesthetics.

To begin with we created a broken game based around the use of simultaneous showing of card choices. The players could select to Move, Move and Turn, Turn, and Shoot. With the inclusion of obstacles this method of play led to players camping in spot and preventing a successful outcome because players will not want to leave their safe camp spot.

We moved away from this and deciding to attempt to implement the aesthetic of challenge into the game. Our method of doing this was to implement a squad system into the game and have each player utilise the following troops:

A - Soldier - 6hp, 3 range
B - Sniper - 4hp, 7 range
C - Medic - 5hp, 2 range, half damage, AOE heal
D - Air - 7hp, 3 range, jumps over cover.

After implementing the troop types we played a game. However we discovered that this simply dragged out gameplay for longer because we had kept the original movement rules.
After making the above discovery we removed the multiple troops and implemented a 3-card system. The players were able to make a choice of up to 3 cards to play for their turn. This system allowed the players to maximise their movement and helped speed up the game.
After adding in this movement system we created a goal for the players to strive for in hopes that they will aim for it and improve the action found in the game.

The above implementations were all made in order to base the game around the idea of MDA. We believe that were were able to accomplish our goal of creating a challenging game and also implemented the ideas of frustration and expression. The mechanics were constantly changed as we play tested and iterated the game and this also helped us discover the difference that a few mechanics can do to a game. We discovered it was simple to create a game and base it around MDA, however we found the idea of making a RTS board game challenging and were unable to create a fun working game.


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