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Fast Forward (Time Warp)

When playing the physical board game, we found that there are many times when…  If Zargon doesn’t have an upcoming turn, then the optimal (and often obvious) move for the Heroes is often to do something tedious, which drags out the quest.  So to solve the problem, we sort of fast forward through the Hero moves (when Zargon doesn’t have an upcoming turn or potential event/trap trigger).

For ex, when a room is empty and the player wants to reposition the heroes before we search for treasure.  Or we want to reposition the heroes before opening a door.  Or before opening a door, we want to (roll move, skip turns, repeat) until we roll a 12 (two sixes).  Or when walking down an empty hallway (there’s no monsters, we already searched for traps), it’s gets tedious to have each Hero roll, move, end turn, repeat.  In these scenarios, fast forwarding (compared to going through the motions) doesn’t change the decisions/outcome made by the player; it just makes these parts of the game less tedious.

When play-testing the video game port, I ran into the same concern.  So I’ve added fast forwarding logic to make the experience smoother (less tedious).  So far what I’ve implemented includes:
) FastForwardIsAllowed() – checks whether fast forward is allowed.  Currently it just checks (are there any spawned monsters) and (is fast forward blocked by a special event, because certain quests have events that prevent fast forward).
) FastForwardIsAllowed() => Roll auto 6’s for move.  Skips dice roll sequence (physics/animation).  This simulates (move roll, end turn x4) until all 6’s is achieved.
) FastForwardIsAllowed() => Don’t gray out Move/Action.  This simulates (end turn x4) to get back to the current Hero’s turn.

Implementing these two fast forward scenarios dramatically improves the experience.

An additional fast forward idea (I didn’t implement it yet) is:
) FastForwardIsAllowed() and there’s no traps (or unsearched squares) in the way => allow Move warp

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