Here I will try and keep up to date the my progress on the design of this board game.

Sunday, December 30, 2007

slightly more gelled

So it sounds like I want to make a game where players can produce raw materials then they can build things with it maybe like how you can build different things in Settlers.

One of the things players can build are time modules. They will be able to use these in different ways throughout the game. For example to speed up production or to change the value of something.
(TIME SMUGLARS)

Also the production of things in the game will decrease the value of it but the SOMETHING ELSE ??? will mainipulate the popularity ofthe item changing the potential value too. (RESTUARNT GAME)

All the while players will be investing in futures of a the different products trying to be the 1st or 2nd major share holder in the products that will be the most valuable.

So far MONOPOLY is not here yet. I think the Monopoly ideas will come later. They are more about allowing the players to increase the value of what they have.

  • I dont want player elimination.
  • If play order maters it will be nice to have a way for the players to change the play order as a natural course of events.
  • End the end the player with the most money wins.

Thats all for now.

Friday, December 28, 2007

First Pass of ideas

These are ideas from different sorces that are all interesting to me. I think they could all go into one game somehow. They are in no particular order.

MONOPOLY - This is inspired from Monopoly. Stuff you buy can go through many layers / levels of growth. Each layer increses the value or potential value or increases your actions in quanaty or strength. In a nutshell you can aquire stuff then build it up and make it/you strong.

RESTURANT GAME - For a long time I have had ideas about a supply and demand mechanic. In a recent GDS I got an opportunity to flesh that idea out some. Distilled down you have two sliders for each item you are keeping track of. One slider is the range of values that that item SHOULD be worth. The other slider is the actual current value of that item. Througout the game demmand moves the potential value slider and supply moves the value slider. Here is the BGDF entry:
Chef Tycoon

TIME SMUGGLARS - This was another GDS that I worked on that I liked:
Time Smugglers . I want to use the first part of this where players coopertativly produce raw materials and then make stuff from it.

ACQUIRE - People can buy futures in diffrernt products. Throught the game players can cash in on being 1st or 2nd majority owner of a product.

Thursday, December 27, 2007

Noblemen goes to the back burner for a bit.

I have some strong ideas for a new game and I be itching to start a new design. I am not finished with Noblemen yet. I should finish it before moving on but I will put it on the back burner for a bit at least while I flesh out and combine as much possible the currently set of disjointed ideas for the new game. These new ideas are exciting and I need to get them down all together to really see if I have something before I forget some of them.

Part of the problem is I am not sure what "finished" means with Noblemen. The game seems to be complete but is it as fun as it could be? I do have an idea, an old idea, about removing the Noble title ladder / Masquerade balls and having just one set of titles. Each player would choose one at the beginning of the game through some mechanic. Then depending on the Title they had they would be afforded some extra luxury. Part of the idea is that there would still be a ranking to the titles and the higher titles would give more but would require more prestige to maintain them.

Finished probably should mean finish the rules layout, do some screen text. and wrap it up in a neat bow and put it on the shelf. Take what I have learned from the process and move on.

Either way I am promising myself that I will go back and do what is needed to finish it. This is a promise I realize I am not that great at keeping. This time will be different. Honest.