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How to? Progress Tracker

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ErnstFourie
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Good Day,

I am busy with a game, with the ultimate objective to be the first player to get to a certain number of points.

You have cards you play on your turn, which will either add points to your total or subtract points from your opponents total.

I am still working on the theme, but I'm having trouble with the progress/points tracker.

I'm looking for a track which you can move forward and backwards, indicating your progress, but also be able to move back?

This has me stumped, any inputs/ideas?

polyobsessive
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Board?

Is there any reason why some sort of "race track" score board wouldn't work? I don't understand what the problem is. Or are you worried about graphic design?

Zag24
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Joined: 03/02/2014
ErnstFourie wrote:I'm looking

ErnstFourie wrote:
I'm looking for a track which you can move forward and backwards, indicating your progress, but also be able to move back?

Do you mean back to where you just were? (That seems the only way I can parse your question.)

You can use a modification of the technique used in cribbage boards, where you have two markers and one always leapfrogs the other. You'll need something special to indicate that the last move was a backwards one -- perhaps by flipping the indicator over as part of the move, to show its "backwards move" side.

ErnstFourie
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The idea is building a

The idea is building a "tower"

So something that could visually indicate the height of your tower, which you could easily then "build" or "break".

I could just have a plain 1 - 100 track with markers moving up and down, but I'm looking for an idea that might evoke a tower being built up and broken down.

I'm not sure if plastic pieces would be the way to go, because then you'd need different pieces - 1-piece, 5-piece, 10-piece.
Which could work, it'd be difficult to track the progress of the tower at a glance, but it could work.

But then, for example, let's say you just built a two "10-pieces", and on your opponents turn he attacks you for 3, now you're going to have to either break up and search through the tower to remove three "1-pieces", or remove the "10" and replace it, which feels clunky to me.

Sorry for rambling, but this was just my thought-process.

Any input would be appreciated

Tedthebug
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Coloured elastic/string?

What about a peg board that has elastic, or string on a sprung roller, that is attached to the peg so the coloured bit is pulled up as the peg is moved up & is rewound when the peg is moved down? If you have all players on the same board then it is a quick, easy way for them to compare.

polyobsessive
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Tetris!

Ah, so you want a thematic representation of building towers?

It could be nice to have a small board for each player showing the outline of a tower divided into squares, and then you get to place tiles, blocks or tetromino-type-pieces to cover over groups of squares.

Having different size pieces could actually work in your favour, as it could provide extra decisions. For instance, your example of potentially needing to "make change" when removing parts of the tower could be interesting if you have to remove a certain number of squares-worth of tower from the top, but you don't get change, so the way you construct your tower could have a real impact if you need to take damage.

I don't know if I've managed to communicate my thoughts clearly there...

ErnstFourie
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I like the idea of maybe

I like the idea of maybe adding "blocks" or pieces to a track,
but i'm not sure the tetris-pieces would work, 'cause that might lead to some castles being 'hole-ee', if you understand.

I'm looking more for an interesting take on a score-track, as opposed to adding more complexity to the game.

It's a fresh approach, and one that I didn't think of initially. I might try and see if i can build on this idea

ruy343
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Joined: 07/03/2013
On Tetris and scoring

I'm not sure how the rest of your game works, but I'm curious to know: what exactly does a player score, and how?

I'm thinking that you could take the tetris blocks and use them as something that you win as a result of gameplay. If a piece that perfectly fits your needs comes out, you'll want to try harder and score higher that round so you can get first pick of the pieces that were unveiled that round. I envision a draft system, where the highest scorer for a round gets first pick , while lower scorers are forced to take what's left (perhaps with 4 players there might be 8 pieces, allowing player 1 first and fifth pick, or first and second pick... depends on what you're going for, like I said).

Then, as you build your tower, give points for completing entire rows, or for other specific shapes and such, encouraging players to not just reach the top, but to actually fill it up.

questccg
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Maybe you can design a Tower/Fantasy version...

Here is my game's "Progress Mat":

As you can see there are three (3) tracks to track progress and it can go up to 1,000 (or 999) points.

Maybe you want to design something similar but instead of a Galaxy Picture, you may want to use a Castle, Stronghold, Tower, etc.

I also have Health status (18 points) and a Starship counter (00 - 04).

This might inspire you to something else... Just figured I'd share with you my game's "Progress Mat".

Note: The three (3) Treasury tracks allow you to do simple addition and subtraction rather quickly.

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