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The Evolution of The Four Worlds.

  • Writer: Justin Alvear
    Justin Alvear
  • Sep 11, 2016
  • 3 min read

Original prototype

Created the 1st map.

-10x10 grid board with spaces to collect resources,

such as lava, water, flowers, ores, snow, etc...

-Begin coming up with a list of different resources and combos that can be

used to make spells and potions.

Game Goal: Players work as a team to gather materials and craft different

potions and spells in order to build a portal that would allow them to escape the plain they are trapped on and return home.

Gameplay: Everything is based off time. Each turn is worth 1 hour, with players being able to move 5 spaces per every half hour. It also takes a half hour to gather materials, or craft. Crafting can only be done at tent, (home base).

prototype redesign

new concept: Pyramid

- WE decided that we wanted a more unique game board that could be more immersive and encourage strategy

-Create World Maps for each section/world. (Looking for a more 3D/pyramid

design)

- There are now four individual worlds split up between the pyramid. The plan is to have a world of fire, water, snow, and grasslands.

- Further develop the ideas behind the spells and potions, as well as the resource gathering.

- Create four different bosses to sit at the top of the pyramid, one per world. Each enemy has a certain weapon and potion that is needed to defeat them:

We develop new story concepts and enemies.

Create World Maps for each section/world. (Looking for a more 3D/pyramid

design).

-There are now four individual worlds split up between the pyramid. The plan is to have a world of fire, water, snow, and grasslands.

-Further develop the ideas behind the spells and potions, as well as the resource gathering.

-Create four different bosses to sit at the top of the pyramid, one per world. Each enemy has a certain weapon and potion that is needed to defeat them:

The Monsters:

The Ice World- In the Igloo Monster: Ice Golem

Stuff needed to beat: Flame Thrower. A cold resistant potion. 2.) The Volcano World- In the Tip of the Volcano

Monster: Flame Giant

Stuff needed to beat: Frozen Blade. A fire resistant potion. 3.) The Underwater World- In the Underwater Temple

Monster: Kraken

Stuff needed to beat: Arrow of Frost. A potion of underwater breathing. 4.) The Grasslands World- In the Electric Tower

Monster: Lightning Breathing Dragon

Stuff needed to beat: Water Jet. A potion of flight.

How to make boss Weaponry:

1. Flame Thrower- 3 Obsidian, 2 Gold, 5 fire/lava.

2. Cold Resistant Potion- 4 Water, 3 Snow, 2 Water Flower

3. Frozen Blade- 4 metal, 3 ice, 5 Water

4. A Fire Resistant Potion- 4 Water, 2 Fire Flower, 1 Gold

5. Arrow of Frost- 2 Metal, 1 Gold, 3 Ice, 1 Lightning

6. Potion of Underwater Breathing- 4 Water, 2 Water Flower, Must be in

Windmills to craft.

7. Water Jet- 2 Sea Water, 3 Gold, 1 Obsidian, Must be in Windmills to Craft

8. Potion of Flight- 4 Water, 2 Mountain Flowers, Must be in Windmills to Craft

Game Goal: The ideas of finding resources and crafting spells, weapons, and

potions has stayed the same, however, the big change here, is that rather than be time displaced scientists/explorers, you are now aspiring heroes from the four worlds looking to kill their world’s respective monster.

Gameplay: Players are now given 24 hours to get through their day.

They can use their 24 hours doing the following things:

1. Movement: 4 spaces per hour.

2. Crafting: Simple (making resources: salt/sea water)-1 hour. Basic

(Minerals: Making Metal/Obsidian)-2 hours. Intermediate (Oceans/ Waves)-3 hours. Advanced(One time use attacks: Explosion)-4 hours. Expert (Magic and Weaponry used for the bosses)-5 hours.

3. Resource Gathering: 1 Resource per hour.

4. Combat: Regular enemies take 1 hour if you chose to enter combat. Boss

enemies take 3 hours, whether you win or lose.

We were able to play test the game with our own developers and volunteer play testers.

• We notice issues within the game, but also notice that it had a good flow.

• We took notes on feedback from play-testers and gameplay elements that didn’t function well enough....

-Players didn’t feel there was incentive to either work together or play against each other.

Final game board

• Finalize needed resources for crafting weapons and potions

• Adjusted final boss strength

• Finalize name, concept, and theme

• Minor adjustments are made to needed resources and placement of certain objects

• Game board is cleaned up and made more presentable

• Further discuss what games we each individually chose to analyze and how it inspired our own ideas that were implemented in our game

 
 
 

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