Hello!
This past weekend we went to Wiscon, a convention that is held once a year, and is mostly about board games. The convention lasted for about three days, Friday to Sunday, and we managed to score a place to show off our game during that time. There’s going to be a much more detailed post regarding Wiscon later on, but for this one we would just like to show a few pictures of what the game looks like, and talk a bit about the world building.
This past weekend we went to Wiscon, a convention that is held once a year, and is mostly about board games. The convention lasted for about three days, Friday to Sunday, and we managed to score a place to show off our game during that time. There’s going to be a much more detailed post regarding Wiscon later on, but for this one we would just like to show a few pictures of what the game looks like, and talk a bit about the world building.
The world building is one of the key aspects regarding our game. It’s the world that is built in front of you as you play and score points. Since the point system is based on what patterns are available to be built at the time, the world will always look different every time you play. Some patterns will be similar, however the landscape is never identical to any previously played matches.
The quests are what dictates what patterns gives points, but they don’t dictate where you’re allowed to place your tiles. You can place them wherever you want, even if you may not gain anything from it. The only thing that really limits you is open spaces on the current board.
The quests are designed so that the world doesn’t become just a random flurry of tiles without any coherent structure. Although, this could still happen, since you can place your tiles anywhere you want. Of course, you would also not be able to win by following that strategy, so we don’t recommend it.
Thanks for reading, and make sure to check back very soon for more updates!
Thanks for reading, and make sure to check back very soon for more updates!