# Robo_Pi

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Design
Education
Programming
1. ## Private Individual Home Business

Thanks for the quick reply and the informative graph. I'll have to read the threads on how to make and self-publish a video game. That's something that may be useful for me.

3. ## Extreme Newbie Questions

It's an educational/teaching game. It's important that they chose from four possible solutions. The type of solution they chose is paramount to how well they are doing in the game. So it's not just a matter of adjusting random scoring points. It's not a game of luck, it's a game of awareness and understanding of what solutions are most appropriate for a given type of problem. By the way, I just thought of a clever idea on how to hide the problem type from the players and reveal it at that same time in a way that they won't recognize but will still be able to use the information for proper scoring. So this can potentially be made into a board game with card instructions after all.
4. ## Extreme Newbie Questions

I already have a rough board drawn up. That's the first and easiest thing I did. I also have figures I can use for the players. Other tokens and markers are also easy to create quick and dirty. The hard part, and most time-consuming part will indeed being making up the cards. In fact, that's the reason I needed to create this flowchart. I'm still not done. I also need to create a meaningful quantitative relationship between the events and solutions. That is the heart of this game. The problems will always be one of four categories I call "type". I'm still working this out conceptually and may potentially need to add more types, but I think I can make it work well with only four types. Note: The players themselves will have no clue about these "types". These "types" are only something I need to be aware of as the game designer. Example of the four types: Physical Logical Ethical Emotional Every "problem" I create on an event card will fall into one of these four types. Then they pick a solution card that offers them four possible actions they can take to solve the problem at had. Each of those solutions will reflect one of these basic types. If they choose a solution that is of the same type as the problem then will score high points. However, if they choose a solution that is not of the same type as the problem, then they will either gain only a few points or possibly lose existing points. Exactly how I'm going to make this work out on a board game with just cards is still not clear. It may not even be possible. This game might ultimately need to be a computer program so the program can figure out whether the type of solution matches the type of problem. I'm still unclear on how, or even if, this can be done using a board game and just cards. I'm sure it could be programmed into a computer game. But trying to design cards with enough information on them to instruct the players on how to tally points might be formidable. It's not going to help to try to prototype a game by trial and error if the game is impossible to implement with just a board and cards. So I guess this is also my major concern and why I'm trying to figure out a complete flowchart scenario. The flowchart I've come up with thus far makes the overall structure of the game pretty clear. And that was certainly helpful. But it still isn't helpful in terms of exactly how I will need to design the cards to properly instruct the players on how to score their actions. The "Calculate Results" box of my innocent-looking flowchart is not so innocent. I can see how I would calculate the results using a computer program and all the known information up to that point. But explaining to the players how to score their results on paper cards is not so clear. Especially when they aren't even supposed to be vividly aware of the four types. After all, if they were openly aware of the four types they would ALWAYS choose a matching solution. That wouldn't be much of a game. So the "type" of problem and solution has to remain somewhat hidden from them. They have to either guess or just realize from common sense which solution best matches the problem at hand. That's the whole point of the game. The better they do at this, the higher they score. This game just might not loan itself to becoming a simple board game without the assistance of dynamic computer analysis. I just don't know the answer to this question yet. However I'm starting to suspect that it might not be possible to do what I would like to do via a simple board game without computer assistance. Only time will tell on this one. Here's a rough sketch of the board. I know this game would be possible as a computer game because the computer would know the "type" of problems and solutions and could then score from that information, but I'm not sure it can be played as a board game without extremely complex instructions on the playing cards. I can't just tell the players, "If the problem and solution are the same type then score points, otherwise deduct points". I need to figure out some way to make things work out without the players knowing anything about "types". And I'm not sure if this can even be done with just game cards. It may be literally impossible. This is what I'm trying to figure out with flowcharts. Clearly I'm not done with the flowcharts because I haven't actually made a flowchart on precisely HOW to score things. When I do that I may be able to see clearly whether or not this game can be done without computer assistance. It may ultimately need to become a computer game just to work. In fact, having just explained all of this, I'm starting to guess that this will only be possible as a computer game. In order to score actions too much information will need to be known that the players themselves simply won't know without revealing the "secret" of types. Once they know that "secret" it's no longer a challenging game because at that point they would just always chose solutions that match the type of problem at hand. How can you lose when you already know which choice is best? It's going to have to be a computer game. Surely. As a computer game there would be no problem as the computer could figure out the score without the players necessarily understanding why they are getting the scores they are getting.
5. ## Extreme Newbie Questions

That's going to be the time consuming part to be sure. I didn't think it was going to be this easy to create a meaningful flowchart. When I created this thread I had no clue where to start. Ironically when it came time to explain what I needed, that explanation itself produced the flowchart. I guess one of the best ways to try to figure something out is to try to explain the problem to someone else. Anyway, yeah, I'm way further ahead now than before I started this thread. I didn't have a flowchart when I started. Now I do. So now I can move forward. Thanks for letting me explain my problem.
6. ## Extreme Newbie Questions

The is no flowchart in the game I'm using for comparison. As you suggest data is kept track of using sliders on the board, etc. That's how the players will keep track of things on my game too. However, as the game designer I need to have a flowchart in order to design the game. The players will never see my flowchart or even need to know that it exists. Everything will be taken care of for them by what the playing cards tell them to do. I need the flowchart to help me figure out what to put on the playing cards to instruct the players on what they need to do. Once I have created the game, the flowchart will no longer be required. I just created a flowchart of my game. It may become more complex than this, but thus far I think I have the bulk of it covered. This flow chart is what happens during the course of one player making a single move. It starts with a player, who has already chosen to be a certain character. Which character they have chosen to be will play a role in how their actions will be evaluated. Since there are 8 characters the flowchart begins with the condition of 1 of 8. That will be determined by the player's character. A second piece of information required is their location during that turn. There are 9 locations they could be at. So that's 1 of 9 possibilities that will affect the results of their actions. Then they will chose an event from the event deck. The event will be one of 4 types and one of 6 classes. So that will be determined by the event they happen to chose by random. Next they will need to choose a solution from the solutions deck. The solutions offered to them will be 1 of 4 types and 1 of 6 classes. The players themselves may not be aware of any of this mathematics. But for me as the designer, these numbers help me to work out the probabilities when I'm designing the events and solutions cards. I'm the one who needs to create those cards. The players merely pick them from the deck and do whatever the cards say to do. But I'm the one who needs to figure out what to tell the players to do. Finally, based on the event encountered and the solution chosen a result will be determined. That result will tell the players how they need to change the value of the world characteristics of the world they are playing in. Improving the characteristic of the world they are in is the goal of the game. The players job is to chose the best solutions to the events they encounter. My job as the game designer is to create event and solution cards that actually make sense. That's why I need a flowchart. And I can hardly play this game with anyone until I at least have some sort of preliminary event and solution cards made up. Without the events and solutions there is no game to play. Obviously I can start out as basic as possible to get thing started. And I do intend to do that. But I need to have some sort of understanding of what I'm doing. This flowchart looks like it might be a good place to start. I've attached my flowchart I created in PC paint. I hope it shows up in this post. I can't find a preview button for the post. So I'll just submit this reply and hope for the best.