Week One


10 | 2 :

  • We shared with each other some of our favorite board games we grew up playing and we talked about what we loved about them. In a separate document we listed out what mechanics we found engaging and talked about why we thought it was popular. This ultimately led us to coming up with the core idea of what we wanted our game to be.
    • We wanted our game to fall somewhere between a strategy based game with player to player interactions that promoted vocal and emotional interaction between players.
      • We took inspiration from social deduction games, strategy games, and party games.
  • We spent the remaining amount of our time developing our first GDD.

10 | 4 :

  • Officially assigned Nathan to update the GDD. Jack becomes in charge of the rulebook. Brenden manages the development log.
  • Time is spent conceptualizing the game on how we would achieve our desired vision.
    • Discussed an idea for a game where players are tasked with slaying monsters in order to achieve the highest score.
    • Players are also able to hinder the progress of other players through player vs player interactions that we dubbed “robbing”
    • Players are focused on investing into themselves in order to achieve better results via combat
  • Narrative vision was found and established
  • Started and finished the overall pitch document

10 | 10 :

  • We decided on the win condition focusing on the idea that players would achieve the highest point value by the end of a predetermined set of turns.
  • Decided that we’d have a shop, players could interact with in order to achieve an easier time with monsters.
  • Decided we wanted a combat system based on dice rolls.
  • Decided movement patterns on our board game.
  • Time was spent discussing how’d we mechanically create scenarios where players would want to engage in player to player combat.
  • Decided balance on how to prevent players from spamming player vs player combat, by making it so the loser gets sent to a particular tile on our map.

10 | 11 :

  • Changed the win condition from the highest point value by the end of a set of turns to whoever could achieve the predetermined point value cap first.
  • Deciding we wanted the shop to have consumables that would act as one time effects, we established them to be set as traps, that would hinder players that activate them.
  • Discussed the balance of how much players would lose if they were “robbed” and tied it to dice rolls.
  • Talk’d balance of how much players start with (in terms of gold) how much they could earn and the overall player economy of our game.

10 | 13 :

  • We created our first playable prototype! It was decided that our prototype would only have our core mechanics implemented without the creative flavor behind it. We wanted to make sure our foundation was solid before committing further into the game.
    • Decided on two decks! (Encounter Cards & Shop Cards)
    • Decided on the basic economy structure of our game
    • Created the first version of our map
    • Created our first pacing interpretation of interactions between encounters and players (how far events are from each other, how fast people can interact with our game and others)
  • Brainstormed ideas on how to use higher quality materials.

10 | 16 :

  • Miguelangel Romero, Tigerlilly Calvin, and Emma Cypcar of Diamond team playtasted our game for the first time.
    • Overall the playtest was a positive success! Comments such as “I’d buy this” and a desire to play it even though we had to leave were given.
      • Players responded well to our overall map structure.
      • Players responded well to our player to player combat system
      • Players responded well to the pacing of the game
      • Players responded well to the gameplay loop
      • Players responded well to the economy
      • Players responded well to dice mechanics
      • Players interacted with the game as intended
      • Players wanted the map to be slightly more filled in even though they still liked the map

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