[ Shenmue Saturn Prototype ]




#interview with the vampire#iwtv#the vampire armand#assad zaman

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[ Shenmue Saturn Prototype ]
//Heya folks. Long time since I released one of these.
Over the week, I’ve been working on a game prototype on and off that’s centered on Twitch(-ish). The prototype only has one mechanic in it so far and has no sound effects, but it's playable.
early and final build textures in Jet Set Radio:
“By browsing the Geist Force files, we were able to extract 2 videos. They are not present in the game. The second concerns a Panzer Dragon Saga video with music from Sonic CD. We believe internally Sega has it used to experiment with the video codec. They added music to it.“ [Geist Force Prototype]
Episode 39 of Board Game Blueprint talks about the Laboratory at The Game Crafter. The Laboratory team at The Game Crafter can make 100% custom board game components, boxes, and more. If you can dream it, we can probably make it. :)
Blog 3: Prototyping
Game Description
In the game Capture & Conquer: Humans v Zombies, two factions stand opposite each other fighting for dominance. Play as either human or zombie as you capture and conquer pawns from the opposing faction. The game starts with a chess board with 16 pawns from either faction on opposite sides. Players move faction pawns according to dice rolls. Pawns can move either vertically or horizontally. If players roll a six, however, they are allowed to move both vertically and horizontally in one turn. They are not allowed to move diagonally or jump over pawns. If a player lands on an opponent's pawn, it is captured and out of the game. To claim territory, a player must gain control over a four-square area on the game board, not including their home base or the initial two rows on their side of the board. To win, capture the most pawns, or block your opponent by conquering territory.
Main Mechanics: Dice rolling, Static capture, Roll spin/move, Area enclosure
Log 1:
Starting out with a blank canvas, Ryan and I came together to form a basic wireframe of a board game. Together we brainstormed a game set in a dystopian land, with humans and zombies opposing each other. We also decided that on each roll players would either destroy or capture. We decided on using dice to move and contemplated having a number advantage with each roll. Ryan and I played with the idea of winning when the player reached the opponent's side, however that was very similar to a race to the finish game. From here we divorced.
Log 2:
When I came back to look at this game, I realized that we had not worked out the dynamic for combat. I already knew that dice would be used to move the pawns, but I did not know how they would destroy or capture. I decided that if you landed on an opponent's pawn you would capture it, and it would be out of the game. I also decided on a conquering territory mechanic and that a piece of territory would be four connected squares on the board. Lastly, I decided on a final starting layout with a chessboard, two dice and 16 pawns on either side of the board.
The differences between Log 1 and Log 2 can mainly be seen in the combat tactics and the layout of the board. I made these changes as during our first gameplay, we were struggling to find out home bases for the pawns, as well as how each pawn would capture or destroy.
Log 3:
Here is where the rules really came into play. With help from Vincent, I fine-tuned the rules of movement. I made it so that you could only move horizontally or vertically on one turn, except for when rolling a six where you could move both. I also added that players could not jump over pawns, or move diagonally. I also figured out that in order to win players must capture the most pawns, or block your opponent by conquering territory.
The differences between Log 2 and 3 are the fine tuning of the way pawns can move. When playing with both my mom and Vincent, they asked me questions on if they could do certain things like jump over pawns or move them diagonally. I decided on fine tuning the rules of pawn movement in order to provide a stronger guideline for players.
Reminder: Blank Playing Cards on Sale!
We are running a sale on Blank Poker Cards, Blank Micro Cards, Blank Bridge Cards, and Blank Small Square Cards. These are great for prototyping and fleshing out new game ideas. Sale ends July 31st @ 11:59pm UTC.
Prototypes, like onions, have layers. They can also make you cry as you peel back those layers, but that's a story for another time. In this episode of The Game Crafter Official Podcast, JT & Jeff take on another listener request! This time they discuss the different types of prototypes you might go through while creating a game. They also discuss which type you might want to have in a few different scenarios.