by Randy
I've decided that I'm going to go in a different direction for this post: I'm going to make a game. Now, it won't be finished at the end of the post, of course. But I expect that this will be a series of posts, hopefully culminating in a playable game! The idea is to share the process that I'm using and get feedback. I have not yet completed a game, so here's to hoping this is my first!
So, the concept: a hex-based tactical combat/area control game. The idea is to bank as many points as you can, doing this by maintaining control of the central hex on the board. Other players (at least one more, probably more) are trying to do the same. You will play cards to do everything in the game, I'm thinking. The game play will be focused on getting your token on the space and staying there, and moving others' pieces around the board (or at least off the space).
I even have a theme: Princess of the Hill! A knock-down, drag-out brawl between the kingdom's elite offspring. I'll mock up some more pictures soon... that helps me get into the mindset more. I haven't decided whether they're going to be kids or adults. I feel good about the theme and believe a fun theme is going to help get the creative juices flowing.
So here we go....
Hexes. My idea was a central hex with three or four concentric rings. I think this would be a good representation of our hill. Player tokens will be hexes, as well. As a matter of fact, I think that facing will be relevant, so front vs. back will have a game effect. The idea is that the player controlling the central hex will be in a more precarious place.
Combat. Combat should be simple and fun. Perhaps a rock-paper-scissors style resolution, similar to Yomi. My moves will be Push, Drag or Strike. So, Push beats Strike beats Drag beats Push. We'll get back to resolving same vs. same later... or maybe it just means discarding and choosing again. We'll see. Additionally, there will be special moves. I'm thinking Feint, Suckerpunch, Charge. Maybe also values for attack types. I'm thinking successful Push or Drags will move the defender farther or closer to the Attacker, respectively, and Strike will do damage to hand cards, as in discarding as "damage", but without player elimination. Since the combat is the central part of this game, we're going need to make this tight and refined.
Movement is a necessity, too. I'm considering paying for movement, or perhaps for movement beyond the standard allotment. Payment would be in hand cards (not special movement cards or something), if that gets figured in. I like the idea of being able to rush, but that this would result in you being a little weakened from the effort. With this added, and damage being applied to hand cards, this makes the ebb and flow of the hand size directly correlate to energy of the character.
Speaking of hand size, players need to get cards. My thought on this is that while on the top, you draw one per turn. Each successive ring adds one to your draw value. Without cards, it's tougher to fight and hold onto the prize. Also adds the consideration of stepping down to "rest" and regain a hand.
Scoring... we need a way to win. My thought is that if you end your turn on the middle hex, you can bank one hand card as a victory point. On the middle hex, you're only drawing one per round so you won't be holding it too long, assuming other players are attacking.
The full idea is this: I want to make a game with a fun theme (check!). I want it to be tactical, with somewhat of a resource-management element. I also what it, despite its theme, to be playable as a serious area-control game with serious tactical considerations. I'm of the opinion that my idea here is workable, and that I can bang this into working game. That being said, anyone have any advice to offer? I'm hoping to make this a work-in-progress type thing and spread it over several blog posts. I'll continue to work on this and share my ideas. That way, we can all learn about game design together!