I have been working with my partner Lorenzo in group 4, and our game is called
Smithereen Simulator. The game is a simulation of a battle between two artillery
battalions composed of forces taken from multiple time periods in history.
Game Summary
In Smithereen Simulator, the player’s goal is to defeat their opponent by rolling their
dice to represent firing their artillery at their opponent. The game begins with players
picking their forces, selecting three units from their decks. Then, the players decide
between themselves who will go first, and begin to play.
dice to represent firing their artillery at their opponent. The game begins with players
picking their forces, selecting three units from their decks. Then, the players decide
between themselves who will go first, and begin to play.
The player chosen to fire first will pick a unit, and roll their dice according to the
statistics on the card. They then subtract the total amount rolled from their
opponent’s health, and the second player takes their turn in the same manner.
On their next turn, each player is forced to select a different unit than the one used
previously. By implementing this rule, the players are forced to pick multiple units
they are confident in, rather than just one. The game ends when one player’s health
reaches zero.
statistics on the card. They then subtract the total amount rolled from their
opponent’s health, and the second player takes their turn in the same manner.
On their next turn, each player is forced to select a different unit than the one used
previously. By implementing this rule, the players are forced to pick multiple units
they are confident in, rather than just one. The game ends when one player’s health
reaches zero.
Audience
When we were creating Smithereen Simulator, our target audience was given to us,
and consisted of players from ages 20-30. Because of this, we focused on terminology
and concepts which could be comprehended by adults. We used dice because they
are easy to use, and add an element of surprise to our game.
and consisted of players from ages 20-30. Because of this, we focused on terminology
and concepts which could be comprehended by adults. We used dice because they
are easy to use, and add an element of surprise to our game.
Issues
The biggest problem encountered during the playtesting was that our rule sheet was
too confusing. The instructions were not nearly clear enough for the player to grasp
the game completely and quickly. This was due to my partner and I over-complicating
the rule sheet somewhat in an attempt at clarification. The main gameplay issue
observed was the difficulty presented by the selection of units. Whereas purchasing
units offered many options for strategic choice, the process of explaining the rules of
purchase to the players became too difficult to be worth the trouble. Thus, my partner
and I tried making the selection process random, but this lead to the player feeling
disconnected from the game. Since the damage output of the units was already
randomized with the use of dice, adding another random aspect of the game made
it feel too random. We noticed that this aspect made it so random, the player
essentially was just going through the motions instead of playing a game. We finally
decided on allowing the player to decide which forces they will use. The only
restrictions given are the limit of three units and the limit of every unit selected being
unique.
too confusing. The instructions were not nearly clear enough for the player to grasp
the game completely and quickly. This was due to my partner and I over-complicating
the rule sheet somewhat in an attempt at clarification. The main gameplay issue
observed was the difficulty presented by the selection of units. Whereas purchasing
units offered many options for strategic choice, the process of explaining the rules of
purchase to the players became too difficult to be worth the trouble. Thus, my partner
and I tried making the selection process random, but this lead to the player feeling
disconnected from the game. Since the damage output of the units was already
randomized with the use of dice, adding another random aspect of the game made
it feel too random. We noticed that this aspect made it so random, the player
essentially was just going through the motions instead of playing a game. We finally
decided on allowing the player to decide which forces they will use. The only
restrictions given are the limit of three units and the limit of every unit selected being
unique.
Solutions
The solution to the rule sheet issue is quite simple, we just needed to review, revise,
and rewrite it to be more accessible to players. To accomplish this, we moved around
a few topics in our rule sheet which, in their previous placement on the document,
were confusing or related to information on a previous page. We rewrote certain parts
and changed their tone to be more friendly and less robotic than before.
a few topics in our rule sheet which, in their previous placement on the document,
were confusing or related to information on a previous page. We rewrote certain parts
and changed their tone to be more friendly and less robotic than before.
The solution to the unit selection problem was a bit more difficult to find, but we
eventually found it fairly quickly. By allowing the player to directly choose which units
to take to battle, they are engaged and feel as if their choice matters, as opposed to
having their units chosen for them.
eventually found it fairly quickly. By allowing the player to directly choose which units
to take to battle, they are engaged and feel as if their choice matters, as opposed to
having their units chosen for them.
The Plan Going Forward
I believe in the future, I would not change anything about the development process.
My partner and I worked studiously, and the problems we encountered were , in my
opinion, normal for the development process.
My partner and I worked studiously, and the problems we encountered were , in my
opinion, normal for the development process.
Comments
Post a Comment