Designing Game Elements: Sequencing
Sequencing refers to:
- The order in which do players take their actions.
- How play flows from one action to another.
- Whether there are any time limits.
Order & Flow of Actions
Whenever a game session begins, turn order is decided between players and they start taking turns.
During their turn, the player chooses an action: teleport to town / search the market / explore a zone.
As soon as the action is completed, the next player chooses their action next, and so the loop continues until the game session ends.
When exploring a zone, players will have to deal with encounters which may require several attacks to complete. These attacks do not count as an action themselves as they are only part of the 'explore a zone' action.
Multiple players may take part in an encounter, in order to prevent this from being a turn-advantage, assisting players will consume their turn by assisting.
The flow of encounters with the current rules goes as such:
- All players attack and deal damage.
- Players decide who will receive the next attack.
- The enemy attacks, dealing damage to the chosen player.
- A check is done to see if a player or enemy has taken lethal damage.
- These steps are repeated until the enemy OR every participating player is defeated.
Time Limits
Right now, as I am trying to keep the game as simple as possible, players neither have a time nor a turn limit, however this lack of pressure may leave the game with very little conflict. For this reason, time or turn limits might be added in an iteration.
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