Remove Mechanics Remove Point and Click Remove Prototyping
article thumbnail

5 Lessons I Learned at a Play-Testing Convention (Protospiel Atlanta)

Brand Game Development

Click here. Prototype of a beach volleyball game by Julio Nazario. Protospiel conventions are based around prototype board games. Prototypes ranged from paper-and-pencil to full-on Game Crafter $100+ sets. It’s been a wild weekend, so I’ve distilled the best of the lessons down to simple points.

article thumbnail

How Many Blind Play-Tests Does Your Board Game *Really* Need?

Brand Game Development

Click here. You need it for five reasons: It confirms that the core engine and mechanics of your game make intuitive sense. Don’t get me wrong, I’ve had dozens of people blind play-test Highways & Byways , but there are diminishing returns once you hit a certain point. That’s a good thing!

Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

How to Play a Lot of Board Games with Little Time and Little Money

Brand Game Development

Click here. Playing games exposes you to mechanics and design trends. In fact, I think the point of diminishing return is somewhere in the dozens before your own personal experimentation and experience teaches you more than broad exposure to games will. Just here for Highway s & Byways updates? I rebalanced the Event Cards.

Dev 130
article thumbnail

The Final 100 Play-Tests: How to Put Final Touches on a Board Game

Brand Game Development

Click here. To quote my good friend, Wikipedia: “ [i]n statistics, an outlier is an observation point that is distant from other observations. This is a checklist I like to check off before I start final testing: Get the physical prototype ready. Just about every game has some variation of this concern at some point.

article thumbnail

How To Play-Test the Rules of Your Board Game

Brand Game Development

Click this picture for some backstory! Game rules are how we regulate the mechanics of our games so that they are consistent with the messages we want to send to players. Short-term mechanic testing. Let’s start with a simple mechanic such as dealing damage. They explain, limit, and clarify. Private testing.

Mechanics 130
article thumbnail

My Elephant in the Room, Part 1

Designer Notes

Here are some screen’s from the game’s prototyping phase. Civ inherited this mechanic directly from Empire, a game from the 80s which had much of the same tile-based, turn-based combat as Civ but without the scope of all human history. A good example is what I’ll call “Every Unit Moves” which is how Civ has always worked.

Tile 98
article thumbnail

Explanation of the Gameplay Framework - Guide to Cocos Cyberpunk Source Code

Cocos

After understanding some of the future plans from the game team, I decided to start over and create a guide from the perspective of code-writing and logic mechanisms. By this point, the introduction to the Game module is over. When the users click on the START button, the level Action in the action-game.json will be executed.

Code 52