Message from @Goodwood of Dank™
Discord ID: 672145303759093770
Nigma balls
whats Nigma?
nigma stole my bike?
Nigga Ligma
yeah the timers fucking rediculous
How long until the game is called racist?
My head is empty.
Jesus tittyfucking Christ.
can I run escape from tarkov with a i7 4770s, gtx 1060 and 16 gb ddr3 ram
Warcraft 3 reforged has upset me
My Favorite game of all time
Was made even worse
ayyy
Even worse
oof
Apparently their ambitions got downscaled
A lot
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"