Ok so I'm trying to make a top-down boardgame (think space hulk, because that's basically what it's going to be) and I need some help, not so much with the art (I'm making it in MS Paint and I can take the help with art in the appropiate sub-forum) but with the game mechanics that I believe is meant to go here.
Well then, here's how it's going to be like:
[IMG]http://img687.imageshack.us/img687/1787/help1o.png[/IMG]
So the rules are going to be really, really simple. There are going to be three tiles (one with variations) :
1) Starting Tile
That's the one on the left, I'm going to modify it to make it look better and more like a spawn point and less like just a walking tile.
2) Walking Tile
These tiles are going to look like the above with some variations, I'll show you what I mean.
3) Room Tile
The one on the right is supposed to be a room tile, these tiles are going to have special items that will help the players such as ammunition, flares (more on this later) and healthpacks.
[IMG]http://img267.imageshack.us/img267/1955/help2g.png[/IMG]
So I talked about the walking tiles before, you see I made that first tile so that it could be a sort of template for the walking tile.
My idea is to use the following system to decide how many paths you can walk, what directions and how many directions.
So first, you roll a d6.
This will decide what kind of tile you will get:
1-3 walking tile
4-5 ^ + enemy
6 Room
So let's say we roll the dice and get 2.
This means we will have to decide how many paths that tile will have :
1 tile
2 tiles
3 tiles
4 tiles
5 tiles
6 tiles
(one means it's a dead end)
Let's say we rolled 3, now we only have to roll to see what directions (and one of the tiles will be the entrance) the paths will go:
1) West
2) East
3) SouthWest
4) SouthEast
5) NorthWest
6) NorthEast
[IMG]http://img819.imageshack.us/img819/1933/help3.png[/IMG]
So as you see in this picture, we rolled One path leading East, one leading NorthWest and one leading SouthEast.
Is this system a good system? I'll explain a little more beneath:
[IMG]http://img831.imageshack.us/img831/5756/help4.png[/IMG]
Now if you are at the starting position and you roll for one side so that the paths go to a nearby walking tile (the tile on the west leads down and up) then you'll have to adress that accordingly.
Let's say we need to roll for the NorthEast tile.
You'll see that not only will one of the walking tiles have to go NorthWest, but it will also have to go SouthWest.
This means that a roll of 1 or two will make it a dead end.
A roll of 3 will give that tile one extra path, a roll of 4 will give two extra paths and so on.
My idea is to make tiles dissapear the further the players go, they will be able to see two tiles (three if you count the one they stand on) in a direct line, if they walk further their line of sight will change accordingly.
What this means for the players is that they can easily get lost if they spread out too much, and hopefully it'll make the game harder.
I was also talking about torches before, these items act as a player that is dropped on the ground, acting as if a player were standing there permanently.
My plan is to not have the torches go out, but I could change that if permanent torches would make it too easy.
The fighting system will be like this :
A player have to roll 4 or higher to make a confirmed kill on an enemy.
An enemy has to roll 5 or higher to wound the player (which will have three wounds).
Every player have 10 in ammunition from the start, with each attempt to kill an enemy will cost 1 ammunition.
Picking up ammunition will give them 5 more ammunition, and a healthkit will replenish ONE wound.
I'm not sure on movement if I'm going to just make them being able to move one tile each turn, or if I should add another dice roll for that (which would be 1-3 move ONE tile 4-6 move TWO tiles).
(Approved by daijitsu(c))
It would be interesting if you could get someone to help develop this into a working computer-based game, in flash or something. Would be nice to automate number crunching and such, that's the kind of stuff that usually what kills tabletops for me.
That's a pretty good idea, I'll get this worked out before trying to make it in flash though.
Should the different paths look like they do now?
It would make it easier to generate if it looks the same, only problem with the asthetics is that everything will look the same, atleast the paths.
I could draw separate stuff that could litter the paths, and make the rooms look different depending on the items to make it have some variation though.
Only problem with that would be the random generator (for a computer based program) since you would have to add the stuff (in the pathways atleast) separatly.
...Which could be fixed I guess if I made different types of sections have a set amount of things (dead corpses, wrecked boxes, that kind of things) , but once again it would make it all look the same.
Anyone have any ideas?
I'm not getting the whole dice thing.
[QUOTE=Ac!dL3ak;24871250]I'm not getting the whole dice thing.[/QUOTE]
Ok, I'll try to explain better :)
[IMG]http://img826.imageshack.us/img826/4595/help5.png[/IMG]
Here's a regular tile (also known as walking tile), as you can see there are six directions it can go.
Now you need to add more tiles around it, and you decide that by rolling three dices.
The first dice will decide what kind of tile there will be, either a walking tile or a room tile. Picture below:
[IMG]http://img687.imageshack.us/img687/1787/help1o.png[/IMG]
After we have decided (with a dice) what kind of tile we'll have, we will need to know how many paths (as shown by the first picture with the arrow) that specific tile will have.
This is necessary to be able to progress the game.
So let's say that we roll a three on the dice. This will mean that the tile we got will have ONE entrance and two paths leading somewhere else.
Obviously we need to be able to decide what different paths that tile can go, which is what we have the third dice for.
That third dice will decide where those paths will point. I did a sort of tutorial to tile placement, picture below :
[IMG]http://img26.imageshack.us/img26/5627/help6.png[/IMG]
I hope this explained it a bit better! :)
I have space hulk in my loft. Good times.
I plan on buying it as soon as I have money.
I've run into some problems :
[IMG]http://img85.imageshack.us/img85/2655/map2jl.png[/IMG]
As you can see in this picture, there are two things that messes it up.
1)The characters appear to be bigger than I had estimated they would be.
2)The paths don't like up with eachother, it's not a big problem but I don't know what you guys think.
I can fix the first problem with zooming in and capping a picture, making it twice as big which should them decently sized.
That will however not fix the second problem.
[editline]04:40PM[/editline]
Oh and this is how it's going to look if I zoom in at 2x and use it :
[IMG]http://img826.imageshack.us/img826/1274/whichone9.png[/IMG]
I think the size is great and the bigger pixels work too, I plan on removing the space marine with sword and bolter though.
I've reworked the tiles completely now after recieveing some tips on how hexagons should look like proportionwise, and the paths themself are now perfectly in line.
[IMG]http://img696.imageshack.us/img696/38/whichone12.png[/IMG]
I am going to zoom in and make them bigger later on, I think that it looks much better colour-wise when its a bit rough with the pixels and all that.
cool idea,
i love making board games, especially strategy games.
but i end up playing with myself :smith:
[QUOTE=pansarkurt;24941319]but i end up playing with myself :smith:[/QUOTE]
I lol'd.
Any ways, 18 dice?! [B]Wowza![/B]
[QUOTE=pansarkurt;24941319]cool idea,
i love making board games, especially strategy games.
but i end up playing with myself :smith:[/QUOTE]
Thanks, you should get a thread about your board games that you've made, just ask daijitsu (or perfumly) if your ideas are thread-worthy.
[QUOTE=Jiggmin;24945286]I lol'd.
Any ways, 18 dice?! [B]Wowza![/B][/QUOTE]
hm?
I've made progress with this, started colouring the walking tiles a bit. Subject to change though, since I'm not sure if it's decent enough.
[IMG]http://img801.imageshack.us/img801/6762/helpk.png[/IMG]
Thought i'd update this one a bit, I came pretty far on the new tile ;
[IMG]http://img26.imageshack.us/img26/8519/whichone15.png[/IMG]
(I scratched the last one), but I have to sratch this one too because of one pixel that's not working with me.
fml
anyways, stay tuned for more content, coming soon!
[editline]12:25AM[/editline]
Ok, completely revamped the shape again :
[IMG]http://img715.imageshack.us/img715/3693/whichone18.png[/IMG]
Don't give up man! I love 40k and Space hulk and you've got a pretty cool interactive idea going on here! If you need any help with drawing items and such hit me up and I'd be happy to help on my free time.
[QUOTE=Visorak06;25014708]Don't give up man! I love 40k and Space hulk and you've got a pretty cool interactive idea going on here! If you need any help with drawing items and such hit me up and I'd be happy to help on my free time.[/QUOTE]
Thanks :) I'm not in need of any help right now, but when it's finished I could need some help with some small items or garbage that you can place anywhere to make it less monotome.
Speaking of which, I've coloured it some more and fixed a problem I had with the grating not lining up :
[IMG]http://img84.imageshack.us/img84/2541/whichone21.png[/IMG]
[QUOTE=Gregah;25016385][img_thumb]http://img84.imageshack.us/img84/2541/whichone21.png[/img_thumb][/QUOTE]
lookin' snazzy so far
[QUOTE=daijitsu;25021083]lookin' snazzy so far[/QUOTE]
Thanks, I don't think I can make rooms now though. It's probably just going to be some alleywalking game now but with the items here and there.
Suggestion: To make a mission map, you lay out the tiles, but, you lay them face down, after shuffling them, so while you know the layout of a mission (thereby being able to give the players known objectives rather than randomly walking about) combining that with being able to see two tiles means that they don't know whether or not that corridor they're thinking of going down links up with anything, reaches a dead end or just ends in a room.
[QUOTE=RayvenQ;25094269]Suggestion: To make a mission map, you lay out the tiles, but, you lay them face down, after shuffling them, so while you know the layout of a mission (thereby being able to give the players known objectives rather than randomly walking about) combining that with being able to see two tiles means that they don't know whether or not that corridor they're thinking of going down links up with anything, reaches a dead end or just ends in a room.[/QUOTE]
While I'm scrapping rooms, this is still a pretty good suggestion.
I'll just have to figure out how many tiles should be picked, I think Lost Patrol had something like 30 tiles but they were always reused, so maybe 50 tiles?
This is awesome! I'm really looking forward to seeing the final product.
If you live in Holland I would totally play a round with you.
You could also adapt this to be something akin to a Battlefleet Gothic/Space Hulk hybrid, replace corridor tiles with space tiles, make some solar system tiles (a sun, planets, moons etc)
[QUOTE=lnfx;25098699]This is awesome! I'm really looking forward to seeing the final product.[/QUOTE]
Thanks :) The rules, the characters used and some scraps are being worked on so I hope this could be finished by the end of october.
[QUOTE=eXiv2;25109114]If you live in Holland I would totally play a round with you.[/QUOTE]
I do not live in Holland, but this is meant to be released on the internet so we could still play a round.
[QUOTE=RayvenQ;25113065]You could also adapt this to be something akin to a Battlefleet Gothic/Space Hulk hybrid, replace corridor tiles with space tiles, make some solar system tiles (a sun, planets, moons etc)[/QUOTE]
I'll see what I can do when this is completed, Battlefleet Gothic seems like a pretty neat tabletop game actually!
Oh crap, RayvenQ. I would play that even more.
This looks so sexy!
Thanks for the kind words coolrider102, I aim to please and I'm proud to announce that there have been even more progress to the tiles and thecharacters I'm going to use.
[IMG_thumb]http://img188.imageshack.us/img188/9642/whichone30.png[/IMG_thumb]
So the colouring is pretty much complete now and I'm going to work on some slight variations (dead bodies, broken pipes, that kind of stuff) to make it look less monotome. You've probably noticed the addition of corners too, which was added because it's going to be a whole lot boring if everything is just straight paths everywhere.
[IMG_thumb]http://img835.imageshack.us/img835/926/whichone31.png[/IMG_thumb]
I've also added straight paths too, this addition is to make it look more like a ship and less like some sort of maze. Once again it's rather monotome right now but bear with me, I hope to make it look a lot more interactive and shiplike later on.
[img]http://img148.imageshack.us/img148/690/marinesheet.png[/img]
So the characters copypasted in the last picture was to view how they contrasted against the ground, I've done some colour schemes but they are subject to change. I plan on having the players choose their own colour schemes, right now they are rather basic.
They are based upon concept art a friend of mine drew, picture below :
[IMG_thumb]http://img198.imageshack.us/img198/3318/265453.jpg[/IMG_thumb]
I'd say it's about 50% done right now, going to playtest the current rules and see if it works.
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