Nolan “Weekly” Blog 10

We discussed what our plans were for our final group project. My group project is called “Inertia-D”. In the beginning, we were thinking of either making another board game or a text game, perhaps using twine. After some brainstorming, we decided to make a turn-based racing game that utilizes dice rolls. Since the theme of the game is racing, the audience would be pretty much anyone. There wouldn’t be that much of a story since it’s basically just a racing game. The game most likely will only require chips & cards to represent the gear that they are on, pieces to represent the players, some dice and a racetrack board. Of course as we develop the game, there can be more elements added to the game.

The racers will be able to track which gear they’re in with chips and a card, allowing them to move extra spaces the higher the gear, however, tighter turns require them to either slow down before reaching the turn or successfully rolling a drift on the turn. Failure to slow down or drift will cause them to spin out and miss their next turn, allowing other players to pass them. The car’s gear determines how many spaces the driver is able to move per turn within a range of 1 to whichever gear they’re switched to (1-4).

Turning requires you to be within a specific gear or lower depending on how tight the turn is. You would have to stop before the turn and shift your gear card down, then end your turn and wait your next one before you can turn the corner, this gives your opponent an opening to bypass you. Deciding to “drift” instead of shift gears will have the player roll the fraction found between their current gear and the gear required for a turn (gear 2 car turning a gear 1 turn requires a D12 roll where you must score 1-6 to succeed. Gear 3 car turning a gear 1 turn requires a D12 roll where you must score 1-3. Gear 4 car turning a gear 1 turn requires you to score 1-2 of a D12.), Upon failure of a drift, the car will spin out and their turn is skipped next. Upon a successful drift, the driver will roll a D4 and move that many spaces ahead past the turn. If the roll was below half of the highest value, then the drift is successful.

In conclusion, this game relies on randomness, however players still need to make decisions based on the situations they are in. Players can go for either a high-risk high-reward move or for a safer move.

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