Game Design

/Game Design

These are posts about how we design our games, the things we consider, how we tackle the problems that come up and the satisfaction that comes from developing novel mechanisms for play.

Periorbis – Play test update – We’re getting close!

Tonight's play test had a dual purpose. We wanted to test out some tweaks we've made to the game play and how the contracts work. In addition, since we think we're getting pretty close to a final version, we wanted to test it out on a new player to get a fresh perspective. All in all it turned out to be a [...]

By |2015-03-13T23:03:45+00:0024 July 2013|Categories: Game Design, Periorbis|Tags: |Comments Off on Periorbis – Play test update – We’re getting close!

Periorbis Game Gesign – Trading ships

At last! I think we finally have something which achieves everything that we want with the trading ship contracts, and at the same time makes the agents more valuable. Up until now they have been feeling a bit weak in our play test games! It's a bit difficult to explain why all of this is important without being able to show you [...]

By |2017-01-22T19:03:16+00:0020 July 2013|Categories: Game Design, Periorbis|Tags: |Comments Off on Periorbis Game Gesign – Trading ships

Periorbis – Play testing update

I'm even more excited now! Last night's game is the first that we are all happy with. The game is playing well, credits are tight but not too tight, and the end result properly reflected how we all played. Gareth was tired and got truly thrashed, despite the balancing mechanism in the game. Just the way it should be if you ask [...]

By |2015-03-13T23:03:04+00:0015 July 2013|Categories: Game Design, Periorbis|Tags: |Comments Off on Periorbis – Play testing update

Periorbis game design – Meet your employees

Morning boss, welcome to the office! In Periorbis, you will be able to hire up to 7 employees to do your bidding and build your mining empire. Although all employees will be able to carry out all actions in the game, you will receive a bonus if they are employed to carry out their specialist actions. The Engineer Engineers build mining [...]

By |2017-01-22T19:03:16+00:0010 July 2013|Categories: Game Design, Periorbis|Tags: |Comments Off on Periorbis game design – Meet your employees

Actions and economics

Sad though it is to say, working out the game mechanics and economic model is actually proving to be the most enjoyable, but also the most frustrating element of the project so far. We want to strike a good balance between making sure that players can get their hands on enough credits to build up their operations so that they feel like [...]

By |2017-01-22T19:03:16+00:005 July 2013|Categories: Game Design, Periorbis|Tags: |Comments Off on Actions and economics

Periorbis game design – Orbital mechanics

When you get right down to it, this is what it’s all about. We’ve experimented with lots of different ideas of how to make this work in the game; the ones involving moving cocktail sticks around the board are best forgotten! But, I think we’ve finally found something that works in a practical sense and that at the same time maintains the [...]

By |2017-01-22T19:03:16+00:003 July 2013|Categories: Game Design, Periorbis|Tags: |Comments Off on Periorbis game design – Orbital mechanics

Periorbis – In the beginning

Perihelion Games and Periorbis originated from a fairly simple idea. That idea was to create a space based game where the board would move to imitate the orbits of planets or other astral bodies and create some interesting strategy play. If you have even seen or played an old computer game called Malkari then you’ll have an idea of what I had [...]

By |2015-03-13T22:58:49+00:002 July 2013|Categories: Game Design, Periorbis|Tags: |Comments Off on Periorbis – In the beginning