Game Map - 2Demos
Logic Error Modification
Visual Experiment
Material Experiment

This week, I focused on designing the interaction demo - the game map's specific visuals and content while ensuring the accuracy of the playable logic and visual intuition. 

I try to make my concepts transferable by refining and specifying this interaction rule. Experimenting with this form so far fits my theme better
Week  05 Demo 2-3
Description

#1  Game Map Format(With text content) Demo 2

I organised the possibilities in the text section and made a list, check for the logic.

So I first tried to list and categorise the possibilities for each life stage, and then I realised that such a huge breakdown of detail using a dice rolling game would be very lengthy and not conducive to playability. But I tried to made a draft anyway.
The possibilities that in one life stage could have.What each person experiences varies, the order may be different, and there may be some that they will never experience.

Error Modification
In the schooling phase, if the order is determined by rolling the dice, the phenomenon of "going to university first and then randomly going to primary school" will occur. But this is a paradox only in the study phase, there is no order in the later phases of life, career and health.

Demo 2 - 7x7cm demo - 3mmMDF Wood Board - Laser Engraving
#2st Demo 3 - 20x20cm size demo - 6mmMDF Wood Board - Laser Engraving
Adjusted Rule
补规则可视化

Based on the above information, I figured that by framing the endings of the dice rolls, I could show the players the answers they got at each step, and together they would have a "table" that looked like it had been filled out. So I categorised all the major stages, and then underneath them I gave six smaller specific events for the players to experience at random.
This is the opposite of what I pointed out at the beginning: “forms/tables sets limits to the stages of our lives”, and it reflects the state of mind and outcome of choosing randomly without internal conflict, which corresponds to "Don't Chase The Rabbit".

Game map Design demo - Different colours and thicknesses of mdf planks made the trouble in laser cutting.

Because of the double-sided laser engraving, the large wood board demo encountered problems during the cutting process, resulting in misalignment and other problems, including the material will always lose colour, I summed up the technical problems, and ordered better wood boards online. 

I pre-carved the grooves and used metal hinges to link these boards so that they could be folded up.


It clearly shows that the small demo works better than the big one.Some of it was not cut through and the colours were not clear enough to look good. I will re-cut a copy of the official final version next week.

#3  Chess Design

When designing the pieces, I considered the form of the pieces, how the player would place them, and how they would be stored. I thought about how the way the pieces stayed would be a good representation of the path the user had chosen.

The pieces are designed in two ways:
1. rectangular frames with serial numbers 1-12
2. normal square frames



The hollows of the board can be used to store the pieces and just dump them out when you start playing.
I used 3mm MDF boards for these laser cuts.

When placed on the board of the map, the frame are arranged in the order of the player's own dice rolls, like a moving "tableau". The table is fluid, a blank that no longer restricts you and randomly determines your fate in this game.

Reference
Reference
#4 Laser Map Details And Material Adjustment

1. Increase in the number of connecting partial hinges to maintain stability
2.Adjusted the details of the gap section visual
3.Combine the cover visual with the packaging