Message from @Goddess Tyche
Discord ID: 672155211330093087
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"
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