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Interesting read and approach, though you'd have to be pretty committed to pursue it in the 10 stage. It's interesting that he talks about software, I've thoug
by sleepychu 10y ago
Interesting read and approach, though you'd have to be pretty committed to pursue it in the 10 stage.
It's interesting that he talks about software, I've thought a couple of times if it's possible to produce generic board game design software but I'm still not sure.
- hellbanner 10y agohttp://www.peachpit.com/store/game-mechanics-advanced-game-design-9780321820273 http://www.peachpit.com/store/game-mechanics-advanced-game-d... has an online editor for storing values in containers, then with rules for moving those values eg. every turn, +1 food every turn, 50% chance of .. etc it's pretty detailed, worth looking into
- kneeko 10y agoAgreed, it's an excellent book. The Machinations tool is available here: http://www.jorisdormans.nl/machinations/ http://www.jorisdormans.nl/machinations/
- stonemetal 10y agoIt seems like it should be possible for most board games. All you really need are: a graph to represent the board locations and connections between them, user tokens on the board, user inventory off the board, and a rules engine to evaluate the rules of the game. That seems like it ought to be enough to get everything from risk to candy land.