Strike

Overview

The strike is an advanced strategy game aimed to teach players how proactivity thinks. Playing against an open hand, users will learn to develop logical strategies and generate reasoning for the most efficient actions. The game type of Strike is:

  • Simulation: this game replicates a forward attack battlefield where players are in control
  • Combat: player’s goal is to eliminate all opponents’ pieces to make it easier to kill the king
  • Worker placement: positioning of the piece will determine the advantages point of the map

The Game genre is:

  • Abstract:  doesn’t rely on chance, based on skill and thinking
  • Strategy: planning of moves and attack is critical for players
  • Knowledge-based is a key element to overcoming situations based on experience through knowledge.

Intend audience

Abstract Strategy games like Western chess, Chinese chess, and Japanese chess are the inspiration for my game design project. The target audience is people 14 and older, my goal is to attract players that already enjoy chess and challenge players to try our Strike. Through my development I wish to:

  • Provide players with new challengers
  • Explore new strategies
  • Introduce new elements

Integration of knowledge

Learning the abstract fundamental elements in week 9 lectures

It expressed why abstract games need to reduce their complexity and transform it through simplicity reproduction resemblance, it demonstrates it as a designer you can express this in:

  • Language of colour
  • Shape and form
  • Express in the distinct degree of separation

My Abstract design has been generated through cultural elements the Chinese and Islamic are great examples. The medieval and industrial revolutions are distant eras that highlight the beauty of how abstract art and the enlightenment of expression through design and culture. The abstract design approach can be used in a subjective matter expressed in cultural worlds, blending and distorted reality to demonstrate emotional perspectives

Background research

Chess has a lot of symbolism and simulates military tactics; all the pieces have their own meaning and design in all three formats. This game has improved problem-solving skills, exercised the brain, and developing creativity. I have played Western chess and Chinese chess in person and online to better understand the game mechanics and strategy, by doing this I have discovered:

  • Wy certain pieces affect a player’s strategy based on their abilities
  • All three boards are structured differently but have the same concept of a forward attack!
  • Pieces need to co-ordinate attacks efficiently, reduce threats breaches
  • A Backup plan is critical, to be able to adapt to certain situations
  • Learning to read opponents’ movements.

Comparable products and game world.

  • Western Chess
  • Chinese Chess (Xiangqi)
  • Japanese Chess (Shoji)
  • Go

These three strategy games have been studied for hundreds of years and challenge strategic thinking. Chess tests players in attempts to gain an advantage over the opponent, it requires players to generate long terms goals and develop intense adaptability methods. Abstract games like Chess and Go have major tournaments that attract big events such as the Olympiad and Milly Cup, these competitions are played worldwide and attract viewers.

The story aims to simulate the primitive world, I would like to test traditional battle techniques set in the Middle Ages. The narrative will be displayed on a board to experiment with strategy in a 1v1 combat against two even armies to test both players’ skills in battle, players are in control pieces that represent individuals fighting to protect their King.

Summary of game rules

Goal

The aim is to eliminate the king, the goal is to protect the king at all costs

Preparation to start playing

  1. Users place obstacles on board

In games Rules

  1. White always start first
  2. When the king is eliminated, players can only place the king inside the king’s area.
  3. When a pawn reaches the opponent’s end, it can be replaced with any piece besides a King.
  4. Players must obey all piece mechanics

Mechanics

The Characters’ themes are based on mechanics

  • 1 King: can be moved in all directions, but can only move in one space limit, restricted in a 4×4 block area
  • 2 Guard: can move freely but is restricted to a 4×4 block area
  • 8 pawns: can be moved forward or diagonally, block limit of one, but can only attack diagonally
  • 1 Knight: can move freely in all directions and attack
  • 2 Dragon:  can move freely, but can only attack after jumping over an obstacle or piece
  • 2 jokers: can only move forward/across and attack, can’t be moved diagonally
  • 2 Archer: can only move and attack diagonally, can’t move forward or across
  • 2 horses: move in an L shape (E.g., 2 blocks forward, 2 blocks across or 2 blocks forward 1 1 block across)

Obstacle piece

  • 4 Blockers: static pieces that can be moved or taken down

Layout

The positioning of pieces to begin is set. The black boxes are the blockers, they are an example of where players could be placed these blockers  

Game loop

  1. White will go first
  2. Players can only move one piece during a turn before switching
  3. The opponent will take its turn moving on a piece
  4. This iteration will rotate until the king is eliminated

Theme

  • Abstract design
  • Wood antique style
  • Symbolization
  • Simplicity

Setting

Western/Chinese cultural elements here are some examples of what I would like the pieces to look like:

KingArcher
KnightJoker
horseGuard
dragonPawn

Three-act structure

Act One (Set up)IntroductionOrganize attack and format the board
Act Two (Confrontation)Main part– Restructure the placement of pieces to develop a strategic attack on the opponent King – Elimination of pieces on the board
Act Three (Resolution)ClimaxWhen King is eliminated off the board the game finishes

Playtesting

I decide to play a few games with my roommates and gather their opinions on my prototype the video showcases a full match demonstrating all the mechanics.

I discover a lot of issues with my game which I decide to edit in the process

  1. The horse wasn’t effective with my rules, so I will allow the horse to move one or two blocks across
  2. archers were heavily limited in some cases because of the obstacles
  3. Instead of eliminating the king twice, I changed it to one

What I enjoyed

  1. The new dynamic of play with new pieces/abilities and obstacles
  2. The king’s areas with the implementation of guards, by doing this it made it more strategic.
  3. obstacles allowed you to gain territorial advantages.

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