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Timeline

10/30/17 catacomb, multilayer map

10/31/17 lockwood custume, secret identity

11/8/17 playtest

11/20/17 arsonist in psycho out

11/11/17-11/2 first floor, part of second

11/15/17 playtest

11/19/17 second floor roof addition

11/29/17 door animation, light

12/1/17 door gone, club change shared goal idea

11/7/17 board

12/4 discuss the final plan

We discussed about the game and what it should be like. We thought of multi-layer map because it sounded really interesting. And one of the floor could be a catacomb.

On Tuesday, we decided to meet up in the Lockwood to discuss about what the general concept of the game and we got our first version of the map. We came up with the custume idea and the secret job idea that everyone have different goals and perks from the start. 

We got the first floor blueprint completed for the first play test.

This was the first play test to figure out what the game on the piece of paper board. We assigned the class on the index card and decided the item drop with random number generator on the phone.

Joe worked on the physical board using wood. And made the board for the play test on Monday.

People came in and play tested our game. From this, we found out that there is very little player interaction and realized that door in the game had very little impact in the game. We also realized that there was too many tiles in the game that made the game drag long time.

Joe finished the second floor and put it together with the first floor. The second floor was different from the first floor because it had a giant hole in the middle to simulate the mansion. At this point, we decided to stop on the catacomb idea. 

We decided to remove the psycho because it overlapped with other class and came up with arsonist to replace psycho.

From the play test, we realized that door had very little impact, so we thought of creating a light mechanic that will shut all the room every 3 turns so that keys would have more uses in the game.

The door idea was interesting but we believed that it would be very tedious and we play tested. We also changed the goal to be shared goal between two people as positive and negative character to create competitive aspect of the game and we found out that the game gets really hard to end when the both opposite class are in the game. So to fix this, we decided to change the club mechanic so it doesn't get removed from the game permanently but put it floor beneath to add more player to player interaction. 

We discussed what we each have to do in order to complete it by the deadline and idea on how to improve the game more.

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