Creating our game board
The following week we gathered our materials and items together and created what is going to be our final product.
Shortly after creating the base to our board we decided on what kind layout we should have on our board. We wanted our characters to be able to move in a complete 360 direction, from this we thought of a pentagon pattern. This would be the base of the board where the characters would be free to move to any position which the player wants.Our idea for our game was a firing range.
We wanted to board to be in a " T " shape where the wider part would be the movement space and where turns and phases would happen.
In the longer section of the board is where our objectives are sat, along with the obstacles. Our aim was the player with most points win, you earned points by defeating the objectives during your turn.
The object were represented by images that were pinned to the foam board underneath.
In the longer section of the board is where our objectives are sat, along with the obstacles. Our aim was the player with most points win, you earned points by defeating the objectives during your turn.
The object were represented by images that were pinned to the foam board underneath.
I took the responsibility for the objectives while my group organised to board and it's set up.

The objectives are scattered on the longer part of the board. To score points you have move you character into a position where you're in line with objectives. You can't hit the objectives if they obstructed by obstacles. Each camp would have a base health of 100 and you gain points defeating each objective.
We came up with the idea that we should have a goal on the board which is greater in reward but has more health than the others but gives out more points if you can successful defeat it.

The objectives are scattered on the longer part of the board. To score points you have move you character into a position where you're in line with objectives. You can't hit the objectives if they obstructed by obstacles. Each camp would have a base health of 100 and you gain points defeating each objective.
We came up with the idea that we should have a goal on the board which is greater in reward but has more health than the others but gives out more points if you can successful defeat it.
Feedback and Final thoughts.
The following day after the completion of our game board we're asked to setup
and get ready for our colleagues to test our boards and gives us feedback and constructive criticism.
Perrie Green, Kyle Rodgers and Paul Walters tested our board game and give great feedback and fair criticism. After completing a full game they said that they enjoyed the gameplay and the flow of the game and the idea of having to score points by defeating the enemies.
Perrie Green, Kyle Rodgers and Paul Walters tested our board game and give great feedback and fair criticism. After completing a full game they said that they enjoyed the gameplay and the flow of the game and the idea of having to score points by defeating the enemies.
For the criticism they said that at times the game became very repetitive which could cause boredom. I can understand why this could be a problem, In my opinion we should of introduced and a retaliation system for the enemies where they could take points away from the player which would cause a different action for each turn that is played. They also mentioned that we gave the players to much free movement and could be easily abused. By this they mean how the movement board didn't have any obstacles which blocked their path and it gave the player too much free movement. As a result of this we decided as a group that if we could re-do the board we would introduce walls or blocks onto the movement board, so there is more thinking in your movement phase.
In conclusion I thought that the whole experience went quite well. I enjoyed this project and I think it's a great way to start the year. If we could improve our work it would be making each player have more thought into their turn. Adding obstacles to the map is one good example of this, blocking a players way can make them consider a more tactical approach to the game.
If we had more time to work on our board I would suggest looking more into the enemies on the board. Giving them features and ability to use against the players could change the game play and make it more challenging. As a group we had good communication and great teamwork, working with Josh Stanley and Joel Wilkins was a great experience this my first time working with these two and it's one that i don't regret.
We all gave good input and also we're easy to confront about concerns and ideas.
In conclusion I thought that the whole experience went quite well. I enjoyed this project and I think it's a great way to start the year. If we could improve our work it would be making each player have more thought into their turn. Adding obstacles to the map is one good example of this, blocking a players way can make them consider a more tactical approach to the game.
If we had more time to work on our board I would suggest looking more into the enemies on the board. Giving them features and ability to use against the players could change the game play and make it more challenging. As a group we had good communication and great teamwork, working with Josh Stanley and Joel Wilkins was a great experience this my first time working with these two and it's one that i don't regret.
We all gave good input and also we're easy to confront about concerns and ideas.


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