{"id":988,"date":"2017-04-12T12:00:02","date_gmt":"2017-04-12T17:00:02","guid":{"rendered":"http:\/\/lostdice.com\/?p=988"},"modified":"2017-04-11T21:54:03","modified_gmt":"2017-04-12T02:54:03","slug":"legend-hero-randomized-game-board-mechanics-part-3","status":"publish","type":"post","link":"https:\/\/lostdice.com\/index.php\/2017\/04\/12\/legend-hero-randomized-game-board-mechanics-part-3\/","title":{"rendered":"Legend of Hero: Randomized Game Board Mechanics [PART 3]"},"content":{"rendered":"<blockquote><p><i>This post is part of an ongoing series. I\u2019m documenting my journey through what I\u2019m hoping is my first successful Game Design project start to finish. I\u2019ve tried to start several ideas in the past, this one I\u2019m determined to see through. <a style=\"font-weight: 400;\" href=\"http:\/\/lostdice.com\/index.php\/2017\/03\/22\/815\/\" target=\"_blank\">Part 2 can be found HERE<\/a>. In this post I&#8217;m going to dive into the mechanics behind building a randomized game board that is unique and engaging for each play through.<\/i><\/p><\/blockquote>\n<h2><span style=\"font-weight: 400;\">Part the Third! Let\u2019s Dive into Some Game Design Mechanics!<\/span><\/h2>\n<p><span style=\"font-weight: 400;\">In front of me now is the opportunity to divine all of the mechanics of this game from thin air. My last post I focused on starting my game design project with a giant overarching outline. In that vein, an outline of what mechanics I want will help me figure out where I need to start. Here is what I know the game needs to start with:<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Randomized wilderness to be explored in hopes of finding a dungeon<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Randomized dungeon to be explored in hopes of finding a magical artifact<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">A means in which baddies populate both the wilderness and dungeon that puts pressure on the hero players to keep moving and not sit still<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">The logic that drives enemy movement on the board that is simple and efficient to manage each turn.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">An initiative system that creates a less predictable turn order that is not hard to follow but keeps each round of play fresh and suspenseful.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Unique combat system that is both simple to handle yet offers a way for individual heroes to chain and combo their attacks<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">There is no GM in this game. I don\u2019t want to write any rules that require a GM. I personally love running tabletop RPGs, but this game NEEDS to be simple enough to not require a GM to run the \u201cautomation\u201d. This, I believe, will be my biggest challenge in the design of the game mechanics for Legend of Hero.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">To me, every single one of those bullets actually looks fun to dive into. I\u2019m slightly leery of the initiative system and enemy action logic. These mechanics will be complex to design and are the items that might slow the game down too much or begin to feel like work for the players. Starting there would help me get the hardest part done first, but I don\u2019t think I can do any of these without knowing how the game board will randomly come together and what each game tile will actually look like. <\/span><\/p>\n<p><span style=\"font-weight: 400;\">So that is where I must begin.<\/span><\/p>\n<h2><span style=\"font-weight: 400;\">A Randomized Game Board: A New Adventure Every Time, What Do I Need?<\/span><\/h2>\n<p><span style=\"font-weight: 400;\">I really need to figure out both what the grid on each tile will look like and how they will randomly build out into an interconnected wilderness\/dungeon. These two elements will go hand in hand. Do I want a grid of squares? Hexes? Triangles? Pony outlines? Squares is the easiest to start designing around, so I will start there. I\u2019m considering hexes to revisit in the future as it will offer a more unique dynamic with how the heroes will come into contact with the enemies they encounter. Hexes also feel more organic to me and my visually lend to a more interesting look in the end.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Starting with squares, I\u2019m thinking that the tiles could look something like this 6&#215;6 format below:<\/span><\/p>\n<p><img decoding=\"async\" loading=\"lazy\" class=\"aligncenter size-full wp-image-995\" src=\"http:\/\/lostdice.com\/wp-content\/uploads\/2017\/04\/Screen-Shot-2017-03-30-at-1.51.59-PM.png\" alt=\"Randomized Game Board Tile Example\" width=\"485\" height=\"485\" srcset=\"https:\/\/lostdice.com\/wp-content\/uploads\/2017\/04\/Screen-Shot-2017-03-30-at-1.51.59-PM.png 485w, https:\/\/lostdice.com\/wp-content\/uploads\/2017\/04\/Screen-Shot-2017-03-30-at-1.51.59-PM-150x150.png 150w, https:\/\/lostdice.com\/wp-content\/uploads\/2017\/04\/Screen-Shot-2017-03-30-at-1.51.59-PM-300x300.png 300w\" sizes=\"(max-width: 485px) 100vw, 485px\" \/><\/p>\n<p><span style=\"font-weight: 400;\">The 4 pointed red stars would represent enemy spawn points. I have thoughts on this; there will be an enemy deck that the players draw from depending on how many spawn points there are on the card. I\u2019m also starting to think that to keep the pressure on, after so many rounds into the game play, enemies will start spawning in waves at the player starting tile and always march towards them.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Speaking of a start point, a \u201cWilderness Start Tile\u201d sounds like just what the Witch Doctor ordered! All players will start on the \u201cWilderness Start Tile\u201d, it will be closed off on the South side with an open path on the West, North, and East sides of the tile (This is subject to change, all sides might wind up open). No enemies will start on this tile to begin with.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So, imagine a game like the first Legend of Zelda in terms of what kinds of locations you find on your way to the dungeon. Maybe an item shop, a creepy cave, or a fairy fountain. I\u2019m not taking these ideas verbatim, but there should be distractions along the way. The point is to keep the players pressured to move by waves of incoming enemies as they try to locate the entrance to a dungeon. (Guess that means I need a \u201cDungeon Entrance Tile\u201d too.) I\u2019m thinking some pit stops along the way will be good to offer the players a choice if they are on the ropes. Do we lose some time to refill a bit, or do we cut our losses and push on? (The dungeon can\u2019t be that far, right??) This push on the players should be the same in the dungeon as well as the wilderness.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">So as a baseline for the wilderness I know roughly what I need in terms of tiles. This would be mirrored to a degree with the dungeon. None of these are defined in absolute function, but here is the working list so far:<\/span><\/p>\n<p><b>Wilderness Tiles<\/b><\/p>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Wilderness Start Tile (x1)<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Generic Wilderness Tiles (x10-30?)<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Bandit\u2019s Cache (x1)<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Healing Spring (x1)<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Cursed Wood (x1 or 2?)<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Dungeon Entrance Tile (x1)<\/span><\/li>\n<\/ul>\n<p><b>Dungeon Tiles<\/b><\/p>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Dungeon Start Tile (x1)<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Generic Dungeon Tiles (x10-30?)<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Treasure Room (x1)<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Trap Room (x1-4?)<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Boss Room (x1)<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">In general, I know I\u2019m going to need large piles of generic tiles since the special tiles should come up as a surprise. That mix will get hashed out when I am ready to start a bit of testing.<\/span><\/p>\n<h2><span style=\"font-weight: 400;\">Randomized Game Board\u00a0Generation Logic, the Initial Mix<\/span><\/h2>\n<p><span style=\"font-weight: 400;\">The final formula will ultimately depend on the generic tiles needed for both the Wilderness and the Dungeon, but there are a few knowns. The \u201cstart\u201d tile will always come up first and will just be placed. \u201cX\u201d amount of tiles will need to be placed before the entrance to the dungeon or the boss room can be discovered.<\/span><\/p>\n<ul>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Place the Wilderness Start tile in the middle of the table<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Set aside the Bandit\u2019s Cache tile and the Dungeon Entrance tile<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Shuffle together the Wilderness Tiles and set aside face down, this is now your Draw Pile<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Set aside \u201cX\u201d tiles face down in a stack, this is now the start of the Exploration Deck<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Take \u201cY\u201d tiles from the Draw Pile and shuffle in the Bandit\u2019s Cache tile. Place these face down at the bottom of the Exploration Deck.<\/span><\/li>\n<li style=\"font-weight: 400;\"><span style=\"font-weight: 400;\">Take \u201cZ\u201d tiles from the Draw Pile and shuffle in the Dungeon Entrance tile. Place these face down at the bottom of the Exploration Deck.<\/span><\/li>\n<\/ul>\n<p><span style=\"font-weight: 400;\">The process for the building of the Exploration Deck of tiles for the dungeon would be roughly the same. Through play testing, I will define values for \u201cX\u201d, \u201cY\u201d, and \u201cZ\u201d. Although now I have my basic game plan established!<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Part of what will really make this work will be having some fun and unique tiles that build suspense in the draw. Even dead end tiles and tiles with one way in and one way out will build suspense in the reveal. Imagine running down a long hall, monsters hot on your tail only to reveal a dead end! I will have to be careful to have these moments be possible as a point of excitement but not so common that it becomes an inevitability.<\/span><\/p>\n<h2>What&#8217;s Up Next?<\/h2>\n<p><span style=\"font-weight: 400;\">That seems like a good place to break. I have now built out some basic logic to a randomized game board\u00a0that is potentially exciting and suspenseful! I\u2019m not quite ready to do testing yet, so next post will be another dive into some more mechanics, maybe hero movement couples with enemy spawning and movement.<\/span><\/p>\n<p><span style=\"font-weight: 400;\">Thanks for reading, please feel free to comment below or on our <a href=\"https:\/\/www.facebook.com\/LostDiceBlog\/\" target=\"_blank\">Facebook page<\/a>!<\/span><\/p>\n<p><span style=\"border-radius: 2px; text-indent: 20px; width: auto; padding: 0px 4px 0px 0px; text-align: center; font: bold 11px\/20px 'Helvetica Neue',Helvetica,sans-serif; color: #ffffff; background: #bd081c no-repeat scroll 3px 50% \/ 14px 14px; position: absolute; opacity: 1; z-index: 8675309; display: none; cursor: pointer; top: 1160px; left: 147px;\">Save<\/span><\/p>\n<p><span style=\"border-radius: 2px; text-indent: 20px; width: auto; padding: 0px 4px 0px 0px; text-align: center; font: bold 11px\/20px 'Helvetica Neue',Helvetica,sans-serif; color: #ffffff; background: #bd081c no-repeat scroll 3px 50% \/ 14px 14px; position: absolute; opacity: 1; z-index: 8675309; display: none; cursor: pointer;\">Save<\/span><\/p>\n<!-- AddThis Advanced Settings generic via filter on the_content -->","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>This post is part of an ongoing series. I\u2019m documenting my journey through what I\u2019m hoping is my first successful Game Design project start to <a class=\"mh-excerpt-more\" href=\"https:\/\/lostdice.com\/index.php\/2017\/04\/12\/legend-hero-randomized-game-board-mechanics-part-3\/\" title=\"Legend of Hero: Randomized Game Board Mechanics [PART 3]\">[&#8230;]<\/a><!-- AddThis Advanced Settings generic via filter on wp_trim_excerpt --><\/p>\n<\/div>","protected":false},"author":2,"featured_media":1002,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false},"categories":[21,63],"tags":[28,39,64,29],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v20.4 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Legend of Hero: Randomized Game Board Mechanics [PART 3] | Lost Dice<\/title>\n<meta name=\"description\" content=\"In this post I&#039;m going to dive into the mechanics behind building a randomized game 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