Game Development Reference
In-Depth Information
paper-scissors? Contrary to a classic game, where players can always choose the
exact card they want, there is an element of fortuity here: at the beginning, the play-
ers have to take several cards from the deck and they are not sure what they will get.
This creates room for new strategy. The game board is looped and can include spe-
cial zones, where a player can change his current cards with new ones from a deck.
When the player's game piece reaches the square already taken by the opponent's
piece, a fight can start.
The players can choose and show their cards, playing a classic rock-paper-scissors
match; the winner could get the game square. Then a main goal can be created; for
example,playershavetocollecttenrockcards,whichcanbecalledpreciousstones.
The cards for inventory can be taken on special treasure squares of the game board.
We forgot about a pitfall, didn't we? Let's switch on our imagination! Here is a pos-
sible scenario: a pitfall can be generated by players by dropping some of their cards
(in a case of a victory) on the game board to slow down their opponent. For example,
there is a dropped paper card at the game square; if somebody reaches it, he should
use his recurrent card and fight; if he loses, he cannot move for a turn. This creates
a space for tactics. Of course, here it is only a concept, only an idea, but you can see
that it is easy to develop a complex game plot even from a very general idea.
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