During class Olivia and I prototyped a new idea for our game, one that we felt would be easier for most people to play. The idea was somewhat inspired by the platform game ‘Psychonauts‘ (2005) in which a group of children-like creatures with psychic abilities attend a summer camp that is actually a US government training facility.
The narrative and story of our game is based around this concept; a group of teenage creatures/mutants with different superpowers who are forced to go to summer camp by their parents in order to have a “normal” summer experience.
The way we wanted to present this was as a board game. As summer camp does not last forever, and neither does a board game, we thought it was fitting that our game take on the appearance of a calendar, running from 1 – 30 days. None of the characters want to be at this camp so their main objective is to get from day 1 to day 30 as soon as possible. Because the characters have super powers they can use them to sabotage another character, keeping them stuck on a day for one turn. This will be explained further in the mechanics. The game will run based on a ‘taking turns’ system as well as a ‘card’ system. To ensure the best experience for our players, and to prevent them from getting bored, the game will allow for 6 players max.
CARD RULES AND ALGORITHMS:
- character cards (12 character cards): detail appearance, traits and powers of the characters which may exempt them from certain incidents in the game that could prevent them from leaving summer camp asap.
- object cards: 10 object cards are dealt out at the beginning of the game at random. Each of these cards can be used once by the players on other players whenever they want. Object cards can also be used to help a player get out of a certain incident and to move onto the next round.
- incident/activity cards: everyday is an incident or activity card day. The chance that a player comes across one of these cards is if they land on a date on the calendar where an incident or activity card is present. This is an event that could lengthen the time a player spends on a certain day at summer camp if they have no objects or superpowers to help them get out of/win a situation. However, a player may be exempt from this issue (miss a turn) if their super power allows them e.g. activity: flash light tag – wolf boy can see in the dark, therefore he automatically wins that activity and moves onto the next day. The superpowers of each character are situated at the bottom of the character card. If these superpowers correspond with those on the incident/activity card then they can overcome the situation. There are also objects at the bottom of these incident/activity cards and if you have any of these objects in your possession you can also use them to overcome the situation and move onto the next day.
- corruption time cards: used by one player to meddle with the time that another player spends at summer camp e.g. miss a turn. This card can makes it fair for people who are stuck back and keep losing based on the incident/activity cards. On the calendar some of the dates have different colour dots on them. If that colour correlates with the colour dot on your character card then your character can draw a corruption card. Example of a corruption time card could include swapping positions with any other player on the board.
Players shuffle character cards, place them face down, and pick one at random. To decide who goes first the player with the highest number on the top right hand corner of their card goes first and so on. This order continues on for the duration of the game. Player 1 lands on the first date of the calendar and has to either pick up an incident or an activity card. They either stay on day 1 or move on depending on whether or not they have the superpowers or object to allow them to move onto the next day. If they do not they must wait for their next turn. Player 2 lands on day 1 and picks up a new incident or activity card and so on.
Players are in the midst of the game, dishing out corruption cards and object cards in an attempt to thwart the plans of their opposition getting to day 30 first.
Whoever gets to day 30 first wins the game.
Ultimately, we are happy with this idea and feel as though it has the potential to be a visually engaging and fun game. If possible I would like to make some character card and object card prototypes using adobe illustrator. We may adjust it or tweak it before the project pitch but this is currently where we are at with our game idea.