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.

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