Crafting mechanic and how it fits into the gameplay…again.

Iteration, iteration, iteration.

So many flaws so little time. Here I go with yet another iteration on the crafting mechanic. I think this one might really represent a core game loop for this game. I think I can make a playable prototype now and see how it “plays out.” (Pun intended.)

This is a game for 1-4 players.

Components:

  1. Instructions.

  2. Level Cards – Each set of cards belongs to a specific level, distinguished by a unique image and color. (10 cards per level)

  3. Blueprint Cards – Indicate the component and technique requirements for crafting.

  4. Component Cards – Represent the pieces needed to assemble items.

  5. Technique Cards – Describe procedures or skills required to craft items..

Set up:

  1. Separate the Blueprint, Component, and Technique cards into their respective decks. Shuffle each deck and place them in individual piles, each with its own discard pile.

  2. Sort the Level Cards into groups based on their level. Each level contains 10 cards.

  3. Each player draws 3 Component Cards and 5 Technique Cards.

  4. Assemble the level by arranging the Level Cards face-down to complete the background image. Do not flip them yet.

  5. (Optional) Gather any real-world components listed in the instructions if you’d like to craft the item physically.

Gameplay:

  1. Start by flipping over the top-left Level Card and reading its story text and problem-solving prompt.

  2. Follow the card’s instructions, which may involve reading more of the story or drawing a Blueprint Card.

  3. If a player’s Blueprint matches the Components and Techniques they have in hand, they may craft the item described on the Blueprint.

  4. If the player lacks the necessary Components or Techniques, they may discard 3 cards (any mix of Components and Techniques) to try drawing replacements. If they still can’t craft the item, they must wait until their next turn.

  5. Once a Blueprint is completed, the player gains the item for use as specified.

  6. The next player flips the next Level Card (moving left to right across the top row, then continuing left to right on the bottom row once the top is done).

  7. Players take turns following this process until all cards in the current level have been revealed and resolved, completing the level.

I think this might work. It does focus on “what was done.” It doesn’t really have “how to make amends” in the game itself. This is something I need to talk over with Karey. This game is for the children in the situation to learn coping mechanisms. The study is to see if understanding ““what was done” alone would inspire wise remorse in the parents. For this game to do it on its own - without the intervention of a trained psychologist, it would have to include how the parents could “make amends.” The story could take the player there. Perhaps level by level. Hmmm….

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Crafting mechanic (components, tools, techniques)

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Wise Remorse and Shame