Game Design Rules #7: Randomness is Good, and Also Bad (Part 2)

June 26, 2019 0
As I explained in the previous post , I had to divide the resources in 2 groups to control the amount of randomness “ Industrial Revolutio...

Game Design Rules #6: Randomness is Good, and Also Bad (Part 1)

June 04, 2019 0
There was a point when testing “ Industrial Revolution! ” that I thought it was finished. Well, actually, that happened many times, and the...

Game Design Rules #5: Small Changes can Make a Huge Difference

May 23, 2019 0
At one point during the testing sessions of “ Industrial Revolution! ”, I tried a small change on the board that really surprised me in a p...

Game Design Rules #4: Too Much Work Breaks a Good Feature

May 16, 2019 0
There is a feature I was really happy to add to “ Industrial Revolution! ”, and that is the conveyor belt. I probably added them inspired ...

Game Design Rules #3: Adding Variety is not Always Positive

May 08, 2019 0
Sometimes you try to create different versions of a certain feature in your game, to add variety and increase the strategic value of that ...

Game Design Rules #2: Counting to 8 is Harder Than it Seems

May 01, 2019 0
In the first iteration of “ Industrial Revolution! ”, workers could move up to 8 squares each turn if they weren’t carrying resources, a...

Game Design Rules #1: Starting with the Rulebook

April 23, 2019 0
It doesn’t make sense to write the Rulebook of a game too early. Any game will change a lot from the first idea to the final version, whil...

Game Design Rules #0: Presentation

April 05, 2019 0
Industrial Revolution! has obviously evolved a lot since its first iteration, as each test gave me new information about how to improve t...
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