The 2nd Week: A Procedurally Generated Board Game

This week in DIGC310, as well as trying an oculus rift for the first time (which was an experience in itself), I began work on a Binding of Isaac Inspired board game. The Binding of Isaac, by Team Meat, is a randomly generated rogue-like game. This means many of the games elements such as level layout and item availability are  based on randomly generated numbers at the beginning of each game.

The board game I was developing takes a virtual space into the players physical space not only by becoming a physical object to interact with but by being procedurally built within the physical world. Taylor states “video game spaces are more than simply the sum of their code – they are experiential spaces generated through code and the player’s interaction with the execution of that code through the medium of the screen” (Taylor, L), suggesting that the element of a ‘screen’ is vital to the experience of a game. User interfaces and what a screen is focusing on, are mechanics unique to screens and as such alternatives need to be developed  in order to handle this.

As well as the transition from screen to board, developing a Binding of Isaac inspired game came with the major issue of translating the digital random number generation to a more analogue alternative.  As seen in the photo of my rough sketches, I experimented with dice but there are so many numbers it very quickly becomes too heavily laden with math to be enjoyable.

I have previously worked on developing and balancing game mechanics for video games, board games and card games. I play music as a hobby and have dabbled in video game music, both ambient and chiptune, I would gladly provide any input into these areas of a game.
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