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This is the page for individual reports of the project's progress each week. Here, each member of the group is to write a short report detailing the week's goals, what was achieved, and how.

Week 41 Edit

Andreas Wetter Edit

This week consisted mostly of brainstorming, though, most of the time only 50% of the group was present; this lead to us not being able to fully solidify any ideas. Ideas that was spoken of was a Sci-Fi setting, a grid-based game board layout and asymmetrical game play in the form of "Alien vs Humans".

For inspiration we looked into games we’ve played the past weeks, such as Last Night on Earth and Small World. We also looked at XCOM for movement and combat systems. We decided early on that we would like to design the game based on these games mechanics.

Björn Berndtsson Edit

The first week had slow progress, mainly because of a schedule between group members that was difficult to combine efficiently. While delayed, we were able to determine in what overall direction we wanted to take the experience. Several members were inspired by Last Night on Earth in particular, and were eager to create a structurally similar gameplay involving tile-based movement and character variations in ever shifting circumstances. While rudimentary, we still managed to acquire a solid sense of what we wanted to achieve even if the aesthetic goals and overall setting had yet to be decided. 

Evelina Venngren Edit

Mikaela Moberg Edit

This week was focused on nailing down our general concept. I was not present for the main meetings during this week, as I was incredibly behind on my work for the 3D class, and needed to catch up both on my own time and by going to the extra lesson.

As such I can’t say much about this week with confidence, but I do know we managed to agree on a basic concept for our game. This was done through brainstorming sessions, where we referred to the board games we’d played earlier during this course, and took out aspects we’d liked.

Progress felt a bit uncertain this week due to my absence, but we did manage to decide on a basic game idea which nobody objected to.

Måns Löf Edit

Not much happened this week, not all from the group could make it to our meeting so were about half of us and just brainstormed and through out some ideas. Our core of the brainstorming though was that it should be Sci-Fi as we felt we could do more with it and it is rather broad. What we in the end settled for was an asymmetric paranoia game. One player plays as an alien with the goal to take out the other players playing humans. The humans will either work together or perhaps follow her own goals to achieve victory. And that was pretty much what we came up with during that Friday. We didn't want to decide to much with only half the group there and so we saved very much to the next week come Monday.

And that's all I have to say about that.

Oskar Lidh Frykmark Edit

As previously mentioned by the other group members, this week consisted of heavy duty workloads for the rest of the group, which resulted in some of us having to meet up and just throw ideas around. We tried to focus on games we had played; what made theese particular games fun? What was it that achieved that specific aesthetic goal so well, which system triumphed over others? etc.

The game we had the most fun with by a landslide victory, was the Zombie Survival Game called Last Night on Earth. Last Night on Earth had simple core mechanics, of which we're borrowing heavy in order to create our own subsystems.

So, one of the first things we decided was for the game to be set in a Sci-Fi setting, solely for the purpose of it giving us huge boundaries to work with. But, these were still just ideas, and we were not able to solidify any of them before the entire group were present. 

Week 42 Edit

Andreas Wetter Edit

Monday. We had a brainstorming session trying to figure out the basis of the game such as movement and combat as well as our aesthetics. For the aesthetics we decided on paranoia and stress. I proposed that players shouldn’t be able to stand in the same squares; this to create a sense of paranoia and claustrophobia in such a way that the players could box in each other or block others in rooms and corridors. For the alien’s movement we decided on having ventilation shafts it could move through for easy flanking.

Tuesday. We had another brainstorming session locking down the movement system and added in a simple combat system. We created a system to decide the players’ sanity levels which can change the game drastically depending on how the players’ play. We also discussed other mechanics that could make the game more exciting in the future none of which has been locked down.

Wednesday. We designed a basic game board with rooms, corridors and ventilation shafts in order to play test. The result was exciting and interesting and we found that there are already a set of different strategies in order to reach the players’ goal. For example humans can play either as a team or each man for themselves. The each man for themselves scenario can result in desperation and can turn the players on each other.

Thursday. We took the day off for other school work. I took this moment to write the first draft of the rules in the wiki.

Friday. Play testing day. With an overflow of dice we sat our class mates down for play testing. As I sat down with Group 2’s game and play tested it I wasn’t present as we received feedback on our game. All feedback we received can be found on our wiki.

Björn Berndtsson Edit

On Week 42 our group designed the mechanics of a board game. There were a lot of factors to consider, mainly what the mechanics should focus on. Taking Last Night on Earth as an inspirational source, we wanted to apply a character-driven gameplay to a movement-based system where the environment played a considerable role as players sought to either survive or hunt each other down. The concept of an Alien chasing players through a set of rooms was established fairly quickly. While one player would control the alien and hunt down the humans, the others controlled the latter.

During the first week we came down to a list of features to implement without risking the game becoming too complex. Mainly Health and Sanity bars, a two-class system, dice determined movement/combat and an Alien opponent. The human players, we concluded, should not just have to be concerned about bodily injuries but mental deterioration as well. Every time that a human encountered the Alien she would lose Sanity even if she wasn’t injured physically. The lower the sanity the more unstable the character in question becomes, making her a risk to the rest of the group as she is encouraged to attack the others at the slightest provocation. Once the bar is depleted, she effectively sides with the Alien in hunting down the survivors. This process can be repeated with any and all of the other human players in order or simultaneously. This in turn creates an incentive to rather evade the alien than engage it, which in turn opens up the possibility for a required more tactical approach to the challenges the game poses.

The two-class system would be a choice presented to the humans at the start of the game, each of them able to choose between a medic and a soldier. The former able to mend injuries and her own sanity, while the latter had superior damage capabilities at the cost of reduced constitution. To give further abilities to each class has been considered, but has yet to be worked on.

The core interaction platform for the game will be the world map, depicting a compromised space station in accordance with the setting. The board is tile based, with 360 degrees movement allowed wherever the map’s structure does not prohibit such. The distance players are able to travel is determined by dices. Humans are given one while the Alien may use two. The Alien, while potentially twice as fast, has other means of traversing quickly should the survivors become too spread out. This is possible through he use of ventilation shafts that allow the Alien player to move between any two openings on the map in the course of one round.

The main feature of the game would arguably be the Alien itself. Much more enduring than any of the humans and with twice the movement range it is a powerful force that can either kill or cause animosity between the humans. At its current state, while strong, it does not yet have a distinct character to it beyond being hard to kill. Several revisions have been discussed, such as a set of badges similar to the factions in Smallworld to give the Alien a new gameplay style for each session. But that is still solely in the concept stage.

Despite its unfinished state, we were able to get a working prototype done by the 17th which proceeded to be play-tested thoroughly. Some balancing issues arose regarding the fact that the game was more oriented towards a “four vs. one” scenario and had the humans at a severe disadvantage when being just one survivor short. Sanity perhaps proved to be too overpowering as the Alien, with the additional health, was able to make the humans a greater threat to themselves without taking much damage herself. 

Evelina Venngren Edit

This week the group has come a long way. We started off the week with setting up a goal – that we wanted to have a playable game at the end of the week. We settled down with a base-concept of the game, the aesthetics, the basic rules, the basic movement-and combat systems, created a draft of a game board and ended the week with both internal play tests as well as external playtests.

Monday – The group started off with some planning for the week and the weeks that were to come, and what goals we were aiming towards each week. We set the goal to have a playable game with the core mechanics by Friday in order to get it tested by other groups. After the planning session we had some brainstorming around the game – what the main mechanics were and how they would work, what we liked from board games we had played earlier and what we wanted to be inspired from, what aesthetics the game would have and such.

Tuesday – We looked closer at the how the movement would work as a main mechanic. We also started to talk about a basic combat mechanic and how it would work.

Wednesday – At Wednesday we created our first prototype of the game board and play tested it internally, writing down rules that might be unclear and tweaking the movement- and combat systems and the health and sanity systems.

Friday – At Friday we had our game play tested by other groups in the class. I could not attend to the external playtest at Friday due to sickness.

Mikaela Moberg Edit

Our general goal this week was to have something solid playable by Friday. At the very least, we wanted to have our core systems written down, and mostly set in stone.

On Monday we had a brainstorming session. First we went through some general organization of the project. We wrote up a general schedule, discussed some milestones we’d like to have over the project, and went through the different documents we’ll need by the end. After organizing ourselves, we brainstormed our game system. Working off the general concept we’d come up with in the week prior, we nailed down our core systems, and discussed the specifics of how those would work. We discussed the general rules of the game, like player actions, and winning conditions. We also wrote down any additional ideas we came up with and would like to implement.

On Tuesday we had another brainstorm session where we worked off what we’d come up with the previous day. Again, we discussed our core systems, and decided on the specifics of how those would work, such as using dice for combat. We sketched up a rough plan of how we’d like the game board to be laid out, and brought up various ideas of what sorts of events and locations could be put on this board. We also discussed possible ways of how players could move across the board, and how this would affect the game.

I missed the first half of our Wednesday meeting, as I had to attend a 3D lesson. During this meeting, we playtested a paper prototype of our game. This prototype included a game board, four players, and basic rules for movement, combat, health and sanity. As the day went on, we played several rounds with this prototype and after testing, made decisions about how we would like our systems to work. I joined in on the playtesting after my lesson, and observed one round, then played one myself. We already had a very solid base game, and figuring out specific mechanics as we went felt very productive. By the end of the day I felt we had a very solid base game.

On Thursday we had the day off so people could work on their 3D and their Knytt projects. Then, on Friday, we had other people from class test our prototype from Wednesday.

This felt like a very productive week, and we got a lot of work done with both our brainstorming and prototyping. One thing we could’ve done better was the planning, as we blazed through general project guidelines on Monday, then neglected to properly discuss documentation and report writing for the rest of the week. This is something we should improve upon as soon as possible.

Måns Löf Edit

This week, oh yes, this week... Has been going pretty well! First thing Monday we sat down and started bringing up the ideas we had and organized just what we should do each day of the week. Our idea was inspired by games that we had played earlier in this course such as; Battlestar Galactica, Last Night on Earth, and Small World. A strange mix I agree, but it fits in a way. I like to compare our board game concept to the first Alien movie, and alien aboard a ship with frightened humans trying to figure out what is happening and not die. We have the movement and combat inspired from Last Night on Earth, the "who can you trust" -feel from Battslestar Galactica, and thinking about doing some sort of customized characters such as in Small World.

Tuesday, we looked at what we had and structured it into what was more important, what we needed to test on Friday and how. On this day we looked at out movement as our core and started developing that alongside with combat. We also looked at some designs for the board and came up with some concepts.

Wednesday, was the last day of the week that we got together and worked out the last few bibs and bobs, and it went rather smoothly. We also sat down and tried out our system that we had in place with movement and combat just how it felt. The map used was one that was split up in two sections connected by a 1 tile wide corridor, that corridor was extremely enjoyable. Many shout where had and the people playing could really not trust anyone. As a human you want to be the last man standing or be part of the group defeating the alien. And once you could shoot your teammates, it was on. At this point I really felt we were on the right track, and I think that it is best to keep the conflicts between the humans outside of the game and just pure face to face, as it makes it more real in a sense.

Friday, the day of testing. Our initial aesthetics was for the players playing the humans to feel paranoid and unsure whether to help his friends or try to stay alive alone against the alien. It is a fine line between being in control and being controlled, being the hunter and being hunted. And it is on this that we need to brain powers to use and figure out a fine balance, not to make the alien too strong but also not to make him too weak, same goes for the humans, and how should the humans work together and why? Or why would someone choose not to trust his companions? These are all goals for next week, as well as adding some depth and dynamics to the combat system and just what happens every round.

And that's all I have to say about that.

Oskar Lidh Frykmark Edit

So we started out as strong as we possibly could. The group were finally able to meet as a unit, and work immediately began. We discussed what the early brainstorming sessions had ironed out, and pretty much crosschecked them with the group, as to see if they were comfortable with the conclusions we had drawn. At the very first meeting, the decisions of the day were to decide what our core mechanic(s) are, and what our primary aesthetic goals are. The aesthetics were heavily borrowed from the 80s Alien movies, and our core mechanics were a mish-mash of the board games we played for class, and then heavily modified for our purposes.

Tuesday, we mostly looked at movement as our main mechanic; how is it determined? Dice rolls or cards? etc. Combat then came as a further development of movement, as they are intertvined.

Wednesday, we had our first paper prototype ready. We sat down and created a board, that would serve as a testing ground for our afformentioned mechanics. The level itself were pretty basic; two large rooms with a single room connected to it, with a 1 tile wide corridor (the corridor of death). As we started looking at the map and testing out movement on a grid based level, we came to several conclusions regarding movement such as: Players block Players. You may now move diagonaly through a door/corner. These changes were made in order for our aesthetics to be met; which were, amongst others, paranoia. If you get stuck - you get claustrophobic, and you panic. The tests contucted had the basic format; either kill the alien or be the last player alive. Now, we decided early on that sanity would be one of the resources, besides health, the players had to keep track on. So, when we implemented the fact that players would lose sanity by standing in proximity of the Alien, the dynamic between the players changed, as they started bailing on eachother. This lead to us also implementing a fail-safe and a fun way to simulate actual insanity; friendly fire. When a player reached 5 sanity, they may open fire on each other. (Meaning, players with full sanity may open fire on a 5 sanity player as well). Why? Because if you loose all your sanity, you automaticly turn into a drone of the Alien, and your mission is to win together with the Alien. Also, one of the players realised he could block the other players, leaving him the alone survivor in the end. This meant that we introduced this rule during that very game, and he was shot down dead whilst the alien were gaining on the survivors. It almost created a cinematic experienced, which is exactly what we're trying to foster.

Friday, we had our first testing. Now, we did not want to introduce all of our subsystems at once, as we had not ironed all the kinks out, so what we decided to do was to just try our core mechanics and the resources the game had to offer. They got mostly a positive turnback, but what it lacked was any other interaction, which is what we'll be focusing on next week. So, our goals for next weeks are to add some dynamics to our game; what do you do? That's what we'll be answering next week.

Week 43 Edit

Andreas Wetter Edit

This was quite a productive week as we got many things done. During the Monday meeting we went through the previous week's feedback and began resolving some of the issues. We held a brainstorming session for what the player motivation would be; why the humans had to complete their missions and why the getting close to the Alien is a bad idea. We decided that the Alien would be invincible to make the Humans' task more difficult and stressful.

We began redesigning the map to give the Humans' a goal. The map ended up being rather big with a lot of corridors and spaces where the players easily could be trapped.

During Tuesday we continued designing the map and we brainstormed cards for the Alien and the Humans. The work within the group was split up as everyone was working on different things for the game with rather light communication between the group members.

During Wednesday no proper work was done. We added a few items to the wiki, nothing more.

Thursday was a quite productive day. We printed out sheets of item- and alien cards, cut them out and slipped them into card sleeves. We had a few play testing sessions in order to try the cards out and came to the conclusion that the cards made the game immediately more fun. The map, on the other hand, needed refining so Mikaela sat down and putted a new map together to eliminate extreme choking points and define rooms and objectives better. We added in classes to the game and play tested again but this time with the new map; The game play was even more fun after this addition and we only made a few minor adjustments to the class attributes.

Friday was "feedback day". We had several people sit down and play our game and they gave valid feedback; though, we have already planned to do changes to things that the play testers had opinions about.

We got a lot of things done this week and can now focus on refining the game to a level of high enjoyment.

Björn Berndtsson Edit

This week put emphasis on tweaking already existing features rather than implementing new ones, as the core game had now been constructed. We felt it necessary to fine tune what we had already applied before moving on to more untested features. These features were as follows: Movement, Human and Alien interaction, classes and cards.

Movement was already fairly well elaborated on with a clear goal that would have the Alien be superior in its travel and feel like a swift hunter. However, some measures of restriction were believed to be necessary to encourage a more tactical play style through every round. Early on we had implemented a alternative means of traversal for the Alien player with the usage of ventilation shafts in order to traverse through several dozen tiles in just a handful of moves in case the humans would be too spread out to be effectively countered. At first this proved confusing for some players who weren’t sure how the different access points were connected. It also proved too beneficial to the Alien as its player could move across the map in just one move, making anything he rolled on the dice near irrelevant. The solution we came up with involved a series of connecting tunnels between the shafts that clearly defined how they were linked and thus how the Alien could traverse between them. Each tunnel acting like a bridge between shafts that functioned like any other tile. We also made it possible for the humans to block access to any one entrance they occupied, effectively not only preventing the Alien from entering that room but also unable to pass through the connecting tunnels in question.

Based on the feedback we received the interaction between Humans and the Alien proved too unbalanced even with our aesthetic goals considered. The Alien was able to easily block access to the shuttle bay with the players given few alternatives other than engaging an often superior opponent to have a chance at relocation. We came to the conclusion that some extension of control be granted to the human players in the form of being able to push the Alien back a number of tiles if landing a successful hit so that the game wouldn’t devolve into a permanent standstill with players unable to complete their escape because of the last team member being unable to proceed.

Next were the combat, item and event cards that we worked on realising. After a quick brainstorming session we were able to acquire a decent amount of cards to allow for varied gameplay. Yet players found them lacking in quantity, wanting more variation in their effects and abilities while some felt useless due to very specific requirements for them to take effect.

The classes were fleshed out as well. Consisting of the Medic, Officer, Soldier and Engineer players could take advantage of their respective roles and specialisations. The Medic could mend both his own and his team’s injuries while the Soldier had increased range for his weaponry. The Officer had a special ability that sacrificed his own turn in order for another player of his choice to gain an extra die roll. The Engineer was given the ability to deploy a turret in a room that would significantly hinder the Alien’s movement in that area. The dynamic between classes worked in the game’s favour as players were able to coordinate their efforts to increase the effectiveness of their tactics. 

Evelina Venngren Edit

Mikaela Moberg Edit

This week our goal was to refine our core systems, following feedback from the previous Friday, and start on our item and event systems.

On Monday we started with addressing feedback from the previous Friday. Playtesters noted a lack of direction and player motivation, and we held a brainstorming meeting where we discussed potential solutions to the problem.

What we ended up settling with was a new map, something we had been planning on putting together this week, as well as a reworked winning condition. We decided to create objectives for each human to clear, after which they’ll have to all assemble in one particular part of the map, to then win the game and escape the alien. This gives our players a clear goal for survival and prevents situations where the humans and aliens all huddle up in one single room trying to stay alive until the turn counter reaches 20.

On Tuesday, we continued work on our new map, and started work on our item card system. We also discussed changes to the alien’s mode of transportation through the ventilation system, and applied these to the new map. This meeting consisted mainly of the group sitting together in a classroom and working on individual parts of the game which would later be playested.

We had Wednesday off this week, as many people in the group wanted to get work done on their Knytt group project.

On Thursday, we continued our work from Tuesday, and held a couple of playtesting sessions. We determined that the map that had been created on Tuesday was too big with too many small, disjointed rooms.  A new revision of the map was put together to address these issues. We also wrote down sets of cards for different human objectives, human item cards, alien item cards, events, and we discussed the human classes in more detail. We settled on four classes, each of which is assigned to one of the human players every game.

On Friday, we playtested our game, with the new map, objective system, classes and cards.

We made progress this week, but it felt somewhat disjointed due to the slightly disorganized nature of our meetings. Particularly on Tuesday, what ended up happening was everyone in the group sat to themselves working on individual parts of the game, without much communication or feedback. Rather than splitting up work in this way, it feels like it would be better to hold short brainstorm sessions for each field that’s in need of work, and then assigning one person to finalize the decisions made during the discussion.

The playtesting held on Thursday greatly aided in our progress, and we should hold more playtesting sessions within the group rather than haphazardly making changes and saying “we’ll see how it goes when the class playtests our game.”

Måns Löf Edit

This week we had our focus on the added systems to make our core stronger and function better. Following the last Friday and the feedback we received from the play tests we had, we had some ideas of what to improve and build upon.

Monday, as not much space of the map was used we decided upon on creating a new map and create objectives to spread out the players and the specific point that the alien could attack them. We also made the Alien immortal preventing the problem were the alien would hide after having taken a bunch of damage and then not attack the humans again because he was afraid.

Tuesday, we started working on the new map as well as starting to create the player cards that could vary the game play up some. We basically threw just ideas about different cards out there.

Thursday, we put together the cards that we felt was fun and we also created alien cards together with objective and event cards. A new map was also created after having tested and realizing that there were too many corridors and small paths that really didn’t work all that well. Player classes were also something we created on this day and played around with. But we came a long way and had some interesting things to test.

Friday, the day of the play testing. We collected a lot of important things to improve on and it feels like we are going steadily forward. The engineering class for example had some quirks that need to be figured out so it is not as useless as right now. But the reception of the player and alien cards were very positive and many wanted more of them and some more variation so that is something that need to be the subject of next week.

Overall this week has gone quickly forward. It might have been a bit chaotic at some meetings as we have all been very tired. But even though it has been as it has been we have moved forward with our ideas and created something more than what we had. I see that as progress.

Like I have mentioned, next week will be very focused on adding cards and fixing the balance between the classes. Since as we have it right now I feel it is rather balanced between the alien and the human players. The only thing is that if the alien gets behind at the start it really snowballs in the humans favor and there is almost nothing the alien can do to stop the victory of the humans. So perhaps something should be given to the alien that gives him the chance to really catch up and turn it around, could make for some interesting game play at the late-game.

And that is all I have to say about that.

Oskar Lidh Frykmark Edit

Last week we had our first proper game testing session. This involved us trying out our cores. By utilizing our MDA framework, we sat down this week with the soul purpose of ironing out the dynamics that comes with out aesthetics. The Alien didn't feel as threatening last week; most of the time it became the hunted instead of being the hunter. So, we redesigned the whole encounter phase of the Alien. Meaning that the Alien could never die from this point on. He was just slowed down.

Now, I worked on creating Cards this week. The Cards had to be formatted in the following way; Player cards -> changes the conditions as to how players approaches movement, combat and their resource management. The Alien cards focuses on spacial denial for the players; example being that the Alien was able to swap positions of the players. We also created Objective Cards, that came hand in hand with our new Objective system. I'll explain how they work:

Each player is assigned an objective. And Each player is assigned a Objective spot. The Objectiev spot is static, but the Objective conditions are randomized each game. Example; You have to gather 2 items before being able to complete your objective. Completing an objective is as simple as moving onto the objective square; but more often than not you have to finish your conditions before being able to enter it. As soon as you finish your objective, you have to head to the Command Central (The middle room/Starting room), and the objective becomes completed. If a player dies before reaching the room, the objective is randomized to a new player who was to redo the objective. This COMPLETELY changed the dynamic between both the players and the Alien. The Players HAVE to help each other complete the objectives, and as soon as they are all completed, the players are then left to fend for themselves. This fulfilled our Aesthetic goal beautifully.

During our internal play sessions and the feedback sessions with the other groups, we noticed that combat had diminished in importance for the players. In order for the Alien to become the hunter, the players could not be able to kill it, only hinder it. This meant that running was always preferred to fighting. This is something we'll have to fix next week.

The cards were received very well, and people asked for more cards. The only issue was that the way of gathering the items was tedious and not "fun". This is something we'll also have to work on.

Another feature that was added this week was Classes. The classes are; The officer (The Morale booster, gives other players movement bonuses), The Medic (Heals other players), The Soldier (Just a better fighter) and the Engineer. Now the Engineer changed shapes several times during the last days, and it is not yet finalized. The last, and most successfull iteration, was that the Engineer was able to permanently block off 2x Ventilation Shafts. But there was still issues with this, as it only became a small nuisance for the Alien, rather than an actual issue.

We also noticed that most of the interesting action only happens at the very end of the game, the stress and the cinematic feel of the last rounds really hits home. But the issue being that the first 10-15 rounds feels lackluster. Once again, this is something that we've narrowed down to level design, and we'll do our best to fix this next week.

So, that's about it for this week. Time is getting tight now. But, I'm confident that next week the game will be solid enough that we'll be able to focus on balancing the last week.

Week 44 Edit

Andreas Wetter Edit

Björn Berndtsson Edit

A greater focus on balancing was prevalent throughout this week, as we tried to see how certain modified features functioned and affected the gameplay. The Aesthetic Goals document was also completed. Specifically the use of push back effects on the Alien used by the Human players was observed. Not only could the Humans keep the Alien restrained to a degree now, they could also force it to move back from its current position if successfully engaging. While useful, it only served as a minor nuisance to the Alien, thus not contradicting our aesthetic goals. This ability was also only acquired through the use of certain items, so it wasn’t something that could be used dismissively which in turn encouraged more tactical thinking regarding its usage.

A new map structure was also introduced, along with individual class badges each with a health and sanity bar as well as a listing of special abilities. This enabled information to be relayed to the player much more efficiently and allowed for players to start playing with a clear understanding of the main rules without a briefing by our group members. The map remained structurally the same, with some modifications done to the armouries. Instead of being separated sections from the station they now consisted of some of the main rooms which not only gave a more organic feel to the map’s design but also a more varied way to acquire items and complete objectives as they now had to consider the rooms themselves rather than hurrying towards a small number of tiles located on the borders of the map. This in turn enabled the dynamics to be more centralised, allowing for the action to remain more consistent and more easily manipulated by the Alien.

While sessions were lengthy, the learning curve seemed considerably improved with new players getting into the game and utilising tactics and items to achieve their objectives without being bogged down by the workings of the core systems. The Alien proved especially successful during play testing as its aesthetic goals appeared to have been reached flawlessly. Each player gained a strong sense of empowerment as they could harass and deal damage to the Humans with ease while also acquiring new abilities throughout. While the Humans’ vulnerability was somewhat reduced with the implementation of new items to be used for combat purposes all engagements almost exclusively played out on the Alien’s terms. 

Evelina Venngren Edit

Mikaela Moberg Edit

This week was mainly focused on balancing and wrapping up any loose ends for the playtesting and hand-in deadlines next week. As many people in the group were busy with their Knytt level designs this week, we decided that no new features should be added to the game from this point on, and our focus should be on balancing and documentation.

On Tuesday, we held a testing and balancing meeting where we addressed feedback from the previous week’s playtesting. The map, combat, and various class abilities were adjusted for balance.

On Wednesday we held an organizational meeting where we determined what tasks need to be done for the upcoming week, and who should be in charge of what fields.

On Thursday, we sat together in school and worked on wrapping up the project. A final map was printed out, status boards for each class, with help descriptions, were created, and all cards were double checked for language and printed out. The Wiki and various documents were worked on for the hand in, and the game’s ruleset was organized.

Friday was playtesting with the class.

For next week’s final playtest on Tuesday there is little left for the game other than balancing. For the final hand-in on Friday, most documentation for the game still needs to be organized and put up on the wiki. Next week will likely focus on documentation and report writing.

Måns Löf Edit

This week has been all about tweaking and balancing more than anything else. The cards were rewritten so that there were no spelling mistakes or other ways for the player to misinterpret the cards. We also made character sheets so that players could see exactly what they could do and when, as well as keeping better track of their health and sanity.

The map was altered once again to make it easier for humans to collect item cards and that in turn made game play more fun and varying. We tried to go for a map were you had to turn in your objective, not in the start room, but further away opposite the end room. This did not turn out well as it spread out the humans even further, and the fix that was supposed to make the alien for superior made it harder for him. So we had to scrap that idea.

The play test on Friday showed some positive things. The alien can really make a comeback and a fun one at that. The humans are truly being hunted in the last half of the game and you get extremely stressed at times. The combos that the alien can pull off with her cards are extremely fun and change the game around.

And that is all I have to say about that.

Oskar Lidh Frykmark Edit

This week we mostly focused on balancing and smoothing out rough edges in general. We created a couple of new drafts for the map, based on playtesting (most notably how we decided to change the way players obtain items), and objectives in general, making them more dynamic and more interesting with a large focus being laid on teamplay and figuring out "correct play". By correct play I mean ways of exploiting and the general end and early game.

One of the issues we've noticed this week is that an inexperienced Alien can easily target down one player, and then loose the game to the Humans, whilst an experienced Alien (or an Alien that understands the system in general), slowly hacks away at each player; as to make sure that the Alien can keep his options open the entire game, using his cards for his own advantage.

We've looked alot at our Aesthetics and all feedback we've recieved during our playtesting (we've had about 15-20 games played this week), and we've really taken to heart the general feedback that we've recieved. Pretty much every point that has been mentioned during the playtesting has been touched upon and improved, which resulted extremely positive feedback during the fridays playtesting (which felt great by the way).

Mostly, combat had to be overhauled this week. Combat, as before, did not feel like a intergrated part of the system, so we basically made it more appealing by allowing the player to shoot either at the start of the turn of the end of the turn whilst adding more weapon specific cards that appeals to players who values the shooting aspect of the game (it's important now!).

The classes also underwent changes this last week, notibly the soldier and the medic. Medics are not able to shoot without weapons, and the soldier has improved range and his shooting has become worth while by doubling the strength. This means that Soldiers, just as they were intended to, would rush in to help fellow players by slowing down the Alien; which puts them in a vurnerable position.

All in all, a productive (and stressfull) week. Next week we'll be finishing all documentation, and most importantly the boardgame will be tested by the course handlers. I sure hope they like it.