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The interaction map

GBC - Interaction map 2

This map is something I've adapted from a production tool. Originally it's used to list all the components of a product and how they connect to each other. It's sort of an exploded view in mind map form and an assembly instruction all in one.

Since with my game I wanted to make special abilities something a bit more interesting than just +1 or -1 to something (I still have some of those though) I had to take a good look at how the different elements of the game interact with each other.
The idea was to create a map that would allow me to easily see the how dynamics of the game works. This is done by breaking down all the game components and using arrows to indicate when they interact and describe how.

This helps me to quickly identify interactions that can be modified by special abilities. For example I can quickly notice that Obstacles interact with an attack I can make a special ability that removes that interaction, allowing the player to ignore the effect of obstacles on their attacks.

Now, my game is quite simple, with few elements and interactions. So for me it was a way to get in writing a lot of stuff that I already had working on my head and also a way to avoid forgetting something when thinking about special abilities.
A more complex game, like a 4X, would have to work in layers to stop lots of information from overlay into an illegible mess.

I thought I'd share this since it might be of use to someone else.

Comments

Variable System

Yep, this looks very useful, particularly when you're in a playtesting phase and/or trying to troubleshoot game balance issues. "Leaving no stone unturned" can help you develop more variety in a game where you see you've fallen into a "design rut."

Nice visual system you have here! Hope it works well for you. :)

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blog | by Dr. Radut