Digging deeper into Klondike - Days 3-7


​After collecting feedback, communicating inter-team and inter-self, we realized we needed to adjust our concept. We needed to make mission progression less random and more manageable.


The game is now more about managing resources in a limited environment than a dice simulator. However, risk hasn't been eliminated – we still want to create a sense of adventure, and in adventures, something always goes wrong. What changed in the concept?

  • We introduced a new resource, Luck, which allows you to reroll any die rolled. This is a very rare resource that makes risk manageable. Should you reroll the die to avoid injury at the beginning of the journey? Or save it for the final sprint at the end of the track to overtake your opponents? It's up to you to decide and build your game strategy.
  • We've clarified the rules for different types of cells. For example, dangerous cells now block you only if you decide to move at random and haven't scouted the tile. We've also added guaranteed positive cells, such as the Source and the Settlement – ​​they will be visible on the map in advance, allowing you to plan your route accordingly.
  • We've refined the mechanics of equipment cards (now action cards). Building the right deck is now an integral part of the game.
  • We've added more tactical actions that players can perform on their turn, and we've refined other details.

The refined concept can be viewed at this link: https://ims.cr5.space/app/p/ZX63EBoX/klondaik-en/a/5e5767ad-b0f0-4336-846e-ac66f4b9d706


The development of a concept is a natural process. To avoid fear of making changes to the concept, IMS Creators (https://ims.cr5.space) features a file revision history. Here you can always revert back.



And to keep your colleagues from guessing what's changed in the game design document, IMS Creators marks modified files and blocks.



A list of all changes can also be tracked in a special "Changes" section.



This way, you and your team will always be aware of what exactly has changed in the game design document.

But we weren't just working on the concept. Our simple prototype continues to grow:

  • We've refined map generation; cell types are now assigned so that it's reasonable to take not only shortcuts but also detours to replenish supplies.
  • We've improved the generation and display of player cards.
  • We've added walking bots (the most basic kind).



We'll continue to build the prototype, taking into account the refined mechanics.


A project to use as template for others.

Hello everyone! You don't need a reason for a gift😉, so we've prepared a small 🎁 for you:


🤩The ability to create links to blocks and element nodes🤩


Don't miss the opportunity to try and appreciate the ease of navigating the project: https://ims.cr5.space/ru

🔥 What a cool character I've created for my game! 🔥


Hello, community! I want to show off my new character — it's just a masterpiece! 🤩


✔️ Speaks darkness as a second language

✔️ Can disappear into shadows in a second The signature technique is "Blow through the abyss" (sounds epic, right?)

✔️ Background track in my head: something mystical with an electric guitar


And all this with the help of a generator + my wild imagination! 😎


Do you think he can handle the main antagonist? Or add a couple of fatal skills to it? 💀


P.S. If you want, I can drop a link to the generator or give you tips on creating your own characters. Write in the comments!

Membros Atuais da Equipe:


  • Sérgio Agostino
  • Milene de Castro
  • Matheus Mendonça
  • Thomas Aleixo
Ma
MathC2005
06/05/24

Integrantes:

  • Guilherme Moura
  • Lilith Cannecchia
  • Matheus Camargo
  • Matheus Souza
  • Pedro Nesso