gymnasium_games
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A lot
Reminds me of the Watch_Dogs incident.
OK, guys, I need some help
I've designed a board game for children as part of my vocational training a few years ago. I'm trying to redo it, and I'm looking for input on how to make a balanced progression system.
The game is simple; you roll a die and progress on the board from start to finish. However, the twist is that the game is math oriented. The board should contain fields of four shapes (square, circle, equlateral triangle, astroid/star) and four colours (red, yellow, green, blue). The die is the D12, and has faces representing the four shapes, the four colours, and the numbers 1-4. Rolling a number progresses you the number of fields, while rolling a shape or colour progresses you to the next field of the same shape or colour.
Basically, you're teaching kids about maths, and accepting unfairness and defeat at the same time.
The thing is, how does one make progression balanced and varied? It probably should not have huge leaps (for example a roll of triangle or yellow should get you a maximum progress of about six), it should have a balanced set (that is, the numbers of individual shapes and colours do not differ much, or preferably at all) and it should not be too monotonous (like half the squares being yellow).
A related question is whether there exists a way to simulate gameplay (basically playtesting it with a computer). Easier to fix potential problems on a computer than an already printed board.
no
yeah, like I suspected, the internet becomes shit when you actually need it
and stupidly powerful when you dont
I guess it'll just be unbalanced then
it's not like kids know, but I will, and I will forever blame you faggots
I mean, I don't really know how that will teach kids about maths
they learn shapes, colours, and numbers
Ok
this is for preschool
Ah, aight
women should solve their problems on their own
<:smugon:512048583806025739>
yeah, KYS too, fag
I think a dice beyond 6 numbers is too complicated for kids
but maybe I'm wrong
it only has four numbers
but 12 distinctions
the remaining eight sides are shape/colour
The problem is I don't see how one can make a game based on entirely randomized factors more "balanced"
well, balanced in the sense that no roll can throw you halfway across the board
Can you give a description of the board?
well, that's the thing, i don't know yet
I understand that it's divided into different sections represented by different shapes with different colors
i need a sequence for the fields
Ah, ok
like, with boardgames it's usually a D6 and the fields are identical, but the colour/shape twist makes that useless
Do it kinda like a combination of Monopoly and CandyLand
like:
1, 2, 3, Red, 4, 5, 6, Blue, etc
no, the fields aren't numbered
So something like : red square, blue circle, green star, etc.
yes
technically three different rolls can put you on the same field
probably have to go with a displacement rule (you push the opponent a field backwards if you land on them)
I thought about making cards, but that shit gets lost and damaged real easy, and a die makes it not predetermined (while cards like in Monopoly would)
why dont you just make a sketch or just code an ez program to help you with testing?
yeah, just code it, let me open up my code machine and punch in a few codes like the hacker I am
aezakmi
there are already tons of features of such a thing and basically from what i can tell you just need a dice 12. Furthermore, elaborate more on your "progression system" because from what I can tell there is none, and in order to make such "balanced" you'd need to solve ez statistical variants or make combinations of such rules.
see, I don't know what you're talking about, and that is the main obstacle here
> elaborate more on your "progression system" because from what I can tell there is none
picture a series of coloured shapes connected by a line, you "progress" that line with dice rolls until you land on the final field
it's not exactly an open-world MMORPG
does all the different variants count on the "line"? i.e. are they unique or duplicatable.
that's the thing, there are 16 possible fields (four colours ร four shapes), and I'm thinking the length of the line is either 32 or 48 (+ starting field)
which makes each variant appear 2-3 times
and, like I said, if any other metric trumps the shape/colour balancing, I'm willing to have more yellow circles than red ones
but not extremely so
actually, I may just increase that to 64 fields (+start)
although, that would depend on what the actual average roll is for this thing
heh I know how to make em suffer ๐ instead of a line make it not an 2^x limit. Starting point middle of the dodecagon and then choose your 16 different shape varients and a specific sequences makes you win.
4D CHESS
like, you'd have thought a channel of gamers would have at least one guy who knows this shit really well.
admittedly, board games and videogaes are different breeds
yes because the problem imo with ya thing is that the progression is like wtf? so you get a d12 toss it, get a shape then go to that shape?
much like whites and abbos
yes
it's that fucking simple, because kids
make it so that if you get four triangels you win or if you get X of same attribute you win
make the children hate each other
well, in order for that to work the most the board can be long is 12 fields, plus it doesn't account for the final field
if both is one the same place
they go to the start ๐
no, it's a one field displacement, don't be so cruel
if it is a divided dodecagon it wont be
anyway, real gamers just started their shit
I'm guessing at least someone here can at least put me into contact with someone who actually designs board games and may be willing to help
The Ark Dev Kit had a huge 30 gig update yesterday, so I had to unistall UE4. Now I can't even retarget animations to this dino<:why:462286147473637407>
Ark devs can go fuck themselves for being one of the shittiest coders in gaming
what they did with Atlas is unforgivable
on god though
I'm trying to stay positive about genesis but my hopes aren't high
have they even optimised ark yet or do you still get like 10 fps?
ark devs are just shitty people as well
Iโm glad you could bake it uther
Continuing my gamedeving from yesterday:
So I experimented with the distribution of the sequence of progression, and I found a nice pattern that is balanced in distribution (exactly three of every colour/shape combination). I shuffled it around and the average progression if you constantly roll the same thing is equal to four (4) for all of the non-numerical rolls, which essentially means I invented a game where the die is a D12 with unique faces 1-4 and eight faces that are *on average* going to be 4 (the only valid moves are 1, 2, 3, 4, 5, and 7). This feels really imbalanced, in that it basically removes really good rolls (sevens are very rare). However, I kinda like this.
On reddit, someone suggested that I program some tabletop simulator thingy, but I'm not a computer linguist, so that's a nope, but if anyone wants to try to do it, tell me about it. Another suggestion was tabletopia.
Correction, 6 is also a valid move, I overlooked the colours (getting the same colour as you're standing on is either a 2 or a 6).
learn to code, woman; you can do it! <:smugon:512048583806025739>
I REFUSE
Doing good @Goddess Tyche
all tabletop simulator is a physics engine
you dont code anything
No dont tell the women! REEEEEEEEEEEE
you leave my TTS out of this
Become the general of the minutemen just to wage jihad against the raiders and gunners in a more official capacity
@darkmage0707077 malware by another name
No, no, no other name required. It's just malware.
But old-school funny kind.
@PureEvilPie Btw, you know this one? https://www.youtube.com/watch?v=7gCo8fajC7o
I know every warcraft 3 meme
there is to know
๐
the biggest one is the refunded edition
That's a perfect meme
they can ligma balls for going EGS exclusive
it's always the fag devs that do
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