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Showing posts from November, 2020

Post 7

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 Battleship 2 Version 3      We have made very significant improvements since version 2. In fact the jump is much more noticeable then the one between version one to two. The biggest thing you'll notice at a first glance is the new and improved ship descriptions.      Its significantly clearly and nicer on the eyes. Despite not really receiving any negative feedback on this portion in our play tests, we figured it would be better to overhaul it to flow more smoothly on the rule sheet. What we did receive feedback on was some confusion regarding how ships could move, which we now have further explained under the "Procedures" section, and wrote a small tidbit in the ship stats area, seen above. From the very start we didn't want to use ships in our game. Despite it being a heavily modified version of Battleship, we believed that using the ships would link us too closely to the source game. A pro of the issue is that people more easily understand the conc...

Post 6

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 Rule Sheet Version 2      We have made significant progress since our first version of our game. I'm quite happy to present some of our newest changes and "artwork" for the game as it is becoming more and more concrete. We made two major balancing and gameplay changes that we hope would increase both the pace and enjoyability of the game. Firstly, we changed the times the player can attack to twice, instead of one. This is because we wanted the games to go quicker, and because our maps are larger then traditional Battleship. Next, we made it so ships that had been hit were no longer capable of moving. This was primarily done as moving damaged ships was a marking nightmare, but the change ended up sounding not only realistic, but really spurred on the gameplay        Above is an example of how my board looked like after playing for around 20 minutes. Note that this was done before we increased the attacking limit. We copy and pasted red hexagons t...

Group 12's Postmortem Unit 2

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 3rd/Final Rendition           Not only did my groups game start out with insanely positive feedback, but we luckily ended on it to. Throughout the entire development process, we never had a single person say they had a negative experience on any of our forum posts.           Compared to the last game I made with a group, this one got significantly more positive feedback, and less edits in renditions. We actually struggled with making improvements and changes as there was nothing negative pointe out in the game, only potential dons (which we did end up adding a few). Heres a brief summary if you haven't played our game, or read any of the other blog posts. First, ill list out our original requirements -Age range: 40+ -Genre 1: Horror -Genre 2: Real Estate           To say we got two very different game genres would be a understatement. After a lot brainstorming we figured the only game that wo...