STORYBOARD - University of California, Los Angelesclasses.design.ucla.edu › Winter11 › 157B ›...
Transcript of STORYBOARD - University of California, Los Angelesclasses.design.ucla.edu › Winter11 › 157B ›...
Jayashree Nagarajan
STORYBOARD
1. Welcome Screen: Hit the ‘Play’ button to load the game. Hitting ‘Tutorial’ button will
walk the player through the game rules and instructions on how to play. Player can
exit game by clicking on ‘Exit’ button.
Once the “play!” button is clicked, the button changes to ‘Deal’ button. Clicking on this will
start dealing the ROLE CARDS one by one to each player. Every player has to click on this
button once so that the computer assigns a random role to that player.
Help: Click this to read additional instructions on how to move players, kill a spy or use other
features in the game.
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SCREEN LAYOUT
2. The game board will have the following layout:
• Game Board will appear within the area shown above.
• On the top right corner there will be lights corresponding to threat level. For
every spy killed, an additional light will turn on. When all lights are on, game
will end and all players lose!
• On the top left corner, there will be a help button that will pop up the game
instructions.
• Player status on the right displays how many units of FOOD, WEAPON and
REST units each player currently has. Nodes add resource units to the player
and links take them away from the player, as described later.
• At the bottom left corner are buttons corresponding to each player. During a
player’s turn, his/her corresponding button glows. Clicking on any of these
buttons in any turn brings the corresponding player’s role card to the front.
Clicking on the button again makes it disappear.
• On the bottom right corner is a button to roll the die. When clicked on it, the
dice drops from top, over the transparent plane on the board, where they
could be dragged and rolled.
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3. Hopping from node to node: A player can make his move by left-clicking his pawn and
placing it at legal nodes. For more info on legal moves, refer to the game rules in the
design doc.
BOARD DESIGN
The board has three parts: nodes, links and regions.
4. NODES: Nodes give players resource points that they are designated with. Each node
has a different combination of resource points to offer, based on the region they lie
inside. For the breakdown of resource points, read #7.
5. LINKS: They have weights on them, which vary based on color. They can be green,
yellow or blue. Each color also determines how many resource units they take away
from the player, when the player traverses through links associated with a specific
color. Read further for details.
6. Every time a player rolls the die, all adjacent links that can be taken in that turn lights
up to red color, as shown:
7. REGIONS: The board itself is divided into four different kinds of regions (shown with a
distinct terrain). Each of these regions determines how many resource points the
nodes can have in a specific region.
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a. River: c. Mountains:
b. Desert: d. Forest:
REGION CHARACTERISTICS
Food Armory Rest
Forest 4 2 4
River 2 0 2
Mountains 1 4 1
Desert 0 3 1
The numbers above correspond to resource units that each node can have, in a
specific region.
LINK CHARACTERSTICS
Food Armory Rest
Green 0 0 0
Blue 1 1 1
Yellow 2 2 2
8. After every move, the board randomly places one spy at any of the adjacent locations
of the player. Spy is not added if the player does not make any move in that turn. At
any stage in the game, if all the adjacent nodes of a player have been occupied by
spies, the game ends at that very moment!
Following picture shows a game over scenario:
The red pawn is surrounded by spies.
9. GAME BOARD:
a. Zoom-Out View
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b. Zoom-In View