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Writer's pictureCade.M

Core Principles of game design (Tic, Tac, Toe upgraded)

Updated: Sep 6, 2019

On the 08/3/19, we go into a group of 3 (Me, Jake and Louis) and were tasked to produce our own version of Tic, Tac, Toe. The minimum players required were 3 and each shaped represents a player. We came up with circle, cross and triangle. We started off our game by producing a 5x5 gird only to realise one column of the grid wasn't.


Onwards, we produced a 6x6 grid although half the amount of rows weren't used during our second game. So what we ended up doing was going back to the 5x5 grid although that time around, we changed the amount of shapes you had to win winning 4 shapes in a row. Gladly enough the execution got better by observing and learning on what we went wrong with our game. However, two things we all agreed on was to adapt our by depending on the grid system you had to win X amount of rows secondly, if nobody wins the game, the grid expands by adding 2 columns and 2 rows. Prolonging the game itself in the longrun. Overall it felt mostly successful. Why I say 'mostly' is the concerning execution of the game with x amount of grids by determining x amount of shapes in a row to win. You may not win depending on what happens with the game.

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