For our third class our group sorted through the core mechanics of
the game we chose to create. I was the leader of the day. Our first major change
was to add new cards to make the game more in-depth and create a fulfilling
player experience, advice that Professor Parks gave us. Cindy came up with the
idea to have specific car-based cars, like SUV’s, mini-vans, and sports cars.
Sunny bounced off her idea and said that instead of using the car cards as our
main supply of cars, they could be special identity cards. We decided to have 3
types of car cards, with two in each category. I thought this would let players
compete with one another if they happen to have the same car identities, adding
to the player experience. So far, they are minivans, sports cars, and sedans.
Another change we made involved a new game design where the goal
is to get to your destination instead of discarding the cards from your hand. We
were trying to move our game away from the concept of Uno. To reach your
destination, you need to have four cards that are associated with your car
identity. So far, we decided on grocery stores, business meetings, and schools
as our destinations. I thought we could have a separate pile for using special
cards to have an element of choice, but we handled it in a different way. Instead,
the main choice a player makes will be collecting your own destination cards or
preventing another player from reaching their goal.
During class we also talked about meeting up at least once a
week to discuss and add to our game. We want to start making prototypes as soon
as possible so that we can play the game between ourselves first and work out
the kinks. We figured that spending time outside of class will give us the
opportunity to make our game better. We like where our game is headed, and we didn't have any problems deciding anything. Our decisions were made by the group because we agreed on all the new ideas.