Tuesday, 16 August 2011

Game Mechanics Design Journal Entry #2


Game Table and Turn Order

The game is meant to be played on hand built round table (roughly under six feet in diameter) resting homemade ball bearing race such that it can be rotated at slow speeds (think wheel of fortune). This essentially places all areas of the game surface to each player within hands reach.

The table will be flat with its surface painted and glossed to look as though ocean water. A slightly visible grid can be seen on the surface. Then custom islands will sit on anchored on the surface with different heights. This way with many custom islands no two campaigns need to be the same.

Concerning turn order I alluded to in the last entry that there was a roll for initiative and that drove the play order within each phase in the last entry. It was very important to establish combat that is both fair and skill driven but most importantly still unpredictable. Part of this is achieved with the roll for initiative.

But to save game time and enhance clarity I have devised a turn order dial that has six different positions available on it. Since the game surface rotates there will be three identical dials built into the table. When the phase begins a six sided die is dropped and the dials adjusted to the dices pre-determined turn sequence for that value.

Now whether you fire the first shot or your opponent does is not a set predetermined known. Combined with the fact that each player moves one piece in sequence you get relatively even sided engagements. But as for the skill* driven attributes you will have to wait and see the future entry on specific combat mechanics.

*This is not RPG style skill driven attributes but rather tactical position based ones.

Monday, 15 August 2011

Game Mechanics Design Journal Entry #1

Game Phases WIP

In this reoccurring section we will be discussing the nuts and bolts that drive the game; the game mechanics themselves. Today’s entry is an overview of the general phases of game play.

I wanted a system that is relatively balanced yet tinged with enough random elements to prevent over predictably/boredom. I ended choosing a modified version of Akula’s Bad AR:SE system. Admittedly, I am fan of the deck driven system.

Basically each phase of the game is dictated by a deck of cards that through out the course of the game grows. In the beginning of the game the composition of the deck should be…

4 Standard Combat Cards
1 Naval Card
2 Construction/Repair Cards
1 Colonial Strategy Card

These cards should be shuffled prior to first draw and after each phase to insure each card holds an equal chance of being drawn. So with each Combat Card Phase begins with a roll for initiative order. Then in sequence each soldier is given Action Points in alternating order till each player has moved five soldiers.

Players can research during the Colonial Strategy Phase and unlock additional cards that they can add into the deck. Some of the research cards and their quantity as that relate to phase selection are as follows

2 Riflemen Combat Cards
2 Calvary Combat Cards
2 Medic Combat Cards
2 Colonial Strategy Cards
3 Cannon Combat Cards
3 Naval Cards
3 Construction/Repair Cards




Combat Cards ie Medic, Rifleman, Calvary, and Standard.
Typically if a Standard Combat Card is turned up each soldier used gains two action points. With the researched cards however should say a Rifleman Combat Card turns up, you can select any soldier to use and gain its two AP but if you specifically select a Rifleman he will gain three AP.

With action points you can perform actions like move or shoot with a number of different modifiers.  

Colonial Strategy
Not only enable you to modify the phase deck but also to augment your faction with specific advantages. When you research a strategy it become unique to your faction and you gain a bundle of identical Strategy cards that you can use to sell to other players or simply play keep away with them. However should your headquarters be besieged the faction seizing your building also seizes your Strategies for themselves.

Naval Card
This phase allows the tall ships to gain action points. More details on Navel Combat to be unveiled in future journal entries. Rowboats at this time are regulated by their soldiers AP.

Construction/Repair Card
This is the phase where construction progress is made. Some folks would have building mechanics operate outside the phase card system and to that I say both construction and repairs are things that often are random enough in build time. It is important to note that if your workers do not complete a structure in a single turn they must continue working on the structure till the next Construction/Repair card is drawn.

Cannon Fire Card
It is important to note that Naval Cards enable the tall ships to fire at each other but restrict them from firing on coastal targets till a Cannon Fire Card is drawn. When this card is drawn it is also when land cannons may be fired at one another.

This is just a brief overview and many more details will be coming in future entries. Stay tooned and keep rolling.

Friday, 5 August 2011

Colonial Conflict.... Who?




Welcome to Colonial Conflict Blog where you can follow the design progress on the up and coming tabletop game Colonial Conflict. Feel free to post up ideas or suggestions on the build.


What is Colonial Conflict? It’s a turn-based table top game that is created around the need for one game to incorporate the following features into a singular game…

Tactical troop deployment and supply chains

Destructible and dynamic environments

Full resource looting, trading, and competition

Individual research techs and colony progression

Satisfying Naval Combat

All captured in the evolving magic of fine scale modeling graphics


You likely might find yourself asking something along the lines of… all this ambition is fine and grand in theory but how can all these elements all work together in practice? Well it takes many things but first off it takes some easy choices.

1. This game is not competing for commercial success in the global market place. It’s got a niche group of supports and the game centers around catering to them.

2. Changing the general focus of the game from the traditional goal of “winning” to just enjoying the experience.  To let everyone enjoy building up and competing with their creations.  Instead arming the game with having a set time limit or setting the game up in such a volatile manner such that one player will clobber the rest in a timely manner.

3. Make it a club experience. You just set aside a couple hours a week to play and enjoy planning what’s next or could be next. At the end of the week’s play you get an email with HD photo’s of the field and player stats. Allowing the extremely hardcore to intimately scheme future sieges and regularly attending but casually player to not be bogged down.

4. Get people together enjoying the experience in the same room. Something you can drink beers over and socialize.



A brief first entry to be sure but it covers the heart of the concept. Many more details to follow so until next time keep’r rolling together.

Dusty