Physical Controller

Hi everybody!

It’s been a while since the last post from me, but that doesn’t mean that I haven’t done anything. I have spent hours working on producing the physical controller for Omni, and I think it turned out pretty great if I may say so, at least as our first official analogue controller. Here’s a pic!

Controllers

So here’s how it have been made; first of is the black plastic base that is a 3D-printed design by me, to both fit the art style and be comfortable holding for a longer period. My classmate called Marcus have just bought a 3D-printer (such a cool device), and he was glad to help us with prototyping the controllers for Omni. With 3D-printing we are able to come as close, to the product we want to sell, as we can without going into super duper mega production mode where we go industrial in quality and feel (for that we would need all the moneez, but no worries, we’ll get there eventually ;)).

3d_printer
Picture of the controller being 3D-printed by Marcus and his super-cool printer.

On top of the base is a sticker U.I. designed in Illustrator by me. It had to match the art style of the game but also be pedagogic, so I did a billion iterations of it to come up with one that suits our needs. I ordered the sticker from stickerapp.se where you can get custom stickers in the shape of your image. The stickers might be a little to big so I will have to order just a hair tinier images for next time but other than that they worked perfect.

sticker_sheet
The sticker sheet from stickerapp.se (sorry for bad mobile photo)

The last  part would be the markers ( the green M, red A and yellow S) which are sliding over the interface sticker to be positioned on the right spots. I made two versions of markers where one was very thin and one was a bit thicker. I did a really quick field test and handed the controller to random people that I met and asked them to say which of the was the most comfortable and easiest to slide. The thick one won by 20-1 so it was pretty clear that thick is the way to go.

There is one problem with the controller, and unfortunately I don’t know how to solve it without removing the feedback magnets (see earlier analogue controller post). If the markers are pushed over the surface rather than slided or dragged they tend to flip around and shot away from the controller due to the magnetic field. This actually is both a big and a small problem at the same time as around 40-50% of people that has tried the controller pushes the markers ending up shooting them everywhere, but as they have done it once they do not repeat it.

So the questions is; is this a to small of design flaw to be fixed? Will player oversee this flaw? is it more worth having the magnetic feedback? “Magnets, how do they work?”

Till next time, take care!
-Lui

WisCon

Good day reader,

this post will be about WisCon, a board game convention southwest in the Baltic sea that became our first experience with users not motivated by prizes and food.

After our second tournament, the group felt pretty strong about the concept, working on translating the manual to Swedish and presenting the game to our mentor, we confirmed our suspicions to be true; our game can survive the tornado that is the board game market on its own.

Just hours before WisCon the group actually applied a feature freeze, thinking the game was good enough to showcase on the convention and the public, we were wrong because of two factors.

#1 Distress

The first factor, the group had worked overtime way to long so when the group arrived, we couldn’t even think. We played our game, after almost six months of being absent from it, letting just others test it and with that factor implied, we grew depressed. How could  something that so many praise our game ? why would they even like this ? what are we doing with our lives? oh god we are so going to fail…

https://i0.wp.com/media.giphy.com/media/SIIXDrZ8Rh2a4/giphy.gif

It truly felt like a domino maze crashing before you were done, that feeling of regret after working with so much precision and enthusiasm.

But you, the reader know that this story has an happy ending, we didn’t fail, but before we arrive there, lets talk about factor numero dos.

#2 Forgetting about the missing link

When we first started the game, the features we were developing were too far apart, they never truly interacted with what we perceive as the core mechanics that there was room for a total reinvention of the plan. When Lui finally started developing again he noticed these flaws and produced three systems we both agreed upon to have in the game before its publicly ready, Toughness, Assault Bonus and the Ultimate Action System. Before WisCon, we totally forgot about the latter and with the help of:

https://molbiohut.files.wordpress.com/2012/11/forget7.gif

We simply weren’t prepared of the shock, we did not like our game, and worse of all, we didn’t like it enough to show it to our potential audience.

I’d like to think that both of us was still motivated enough to see how the convention goers perceive it so we placed it neatly near the dining area and tried our best to let them try it.

Enjoyment

2015-10-24 16.21.55

The people that join in on these occasions are mostly for deck building games and figurine games we noticed so the concept of having one character with a few option was hard to sell at first. When most has had their fill, people did try out game and personally, I cannot formulate a sentence in the English language that describe the feeling of having gamers play your game all by themselves, enjoying it, playing it over and over again. To bring this into a sentence, I have to bring in some poetry I am afraid:

Rumi-Quote

I finally got that feeling of having to build something and watching people actually seeing people come and it was amazing, brought both of us to tears watching people enjoying the game. Instead of holding unto the board game, we let WisCon goers to play it and to let go was hard but a reward well received one.

There was of course feedback but as we got so little, I shouldn’t bother showing you, the reader any statistics; the rules needs to point out a few important set of rules, the control needs to become better, would be awesome to build scenarios, whats the lore, more classes, more actions. Nothing too fancy for us to solve which made us even happier, we could actually the solutions needed for them to be happy.

To point something out though, not everybody liked it, which we understand, but we did find our audience and boy, it was like finding your long lost child, wanting to help it grow and enjoy life.

Enlightenment

We now understand where we are in terms of the market. Omni is a medium difficult tactical board game, sitting between Four in a Row and Power Grid, an alternative to the game would be Risk or Battleship. But, there is a possibility can transcend its tactical aspect and move unto strategic play, making players plan their routes and attacks more carefully. By adding some systems, we are able to create a more advanced game for people that has grown tired of the current gameplay but that’s for another blog post.

As we see Omni, Omni is a game that is easy to learn with enough depth to have players coming back whether it is a family tradition or a friendly tournament.

To Sum This Cardamom =)

I want to thank WisCon for the pleasant experience we had, we hope to see you people next year and for our readers, here are some pictures:

Lui and and an onlooker looking at testers trying to figure the game.

Luiä

Close encounters with no hits, Lui reacting on the turnout.

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I would have never guessed our game played so well 1 versus 1.

2015-10-25 03.30.23

Stay true,
Ladbon

Our Second Tournament

Hello again dear readers,
for this post, I will exclusively write about our second tournament, how it turned out, what helpful information we got out of it and how much fun the game is turning out to be.

What we added this time

So this was a while back, around three weeks ago we added two new features, toughness and assault bonus. Toughness added another dimension to collisions in the game by adding a specific stat value to each class, changing the dynamic of play when colliding with different classes. Before hand, we had a rule that everybody lose one HP and everybody that moved will move back to their original position. Now, we do the same when it came to movement but the stats on each class defines a class more distinct, a ranged class would think again about coming close to a tank like class, rethinking their actions and becoming a bit more predictable.

Assault bonus was different, we wanted a new way of play here, defining melee and ranged damage a bit more to hopefully balance them out and bridging the gap between predictable to the gut feeling you have.

Goodies

We also added a few new upgrades to our famous tournaments with a new rulebook, a character sheet, higher stats, whole new prototype, a new game mode (free-for-all) with its designated map, and of course, more snacks and nicer prizes to win!

2015-10-14 18.56.25

Oh yea, the online controller worked as well which was a fantastic feature!

Players

So this time around, we had a bit less players but a more well rounded group of participants. Some had played more than five times, some three times, some twice and a bundle of first timers, creating interesting data which I will go into very soon.

Tutorial

Before we started the tournament I had a crack on how to learn our audience Omni quicker, making sure that ran a bit smoother than before. Omni in general is a pretty easy game to learn with a medium sized depth as we perceive it, you have a easy time understanding every aspect of the game after about tree to five sittings, making the tactical plays engaging you afterwards.

My research was based on both my knowledge of digital games but also board games this time around. One thing I found was that the explanation of how to play the game is different to how to setup the game when it came to board games, and I found that pretty interesting!

So after trying to convince Lui on how to design the rule book into -How to Play- I had to organize it differently.  My solution was to create a video, explaining the games different systems quickly in a manner that was educational enough to have my audience concentrated.

On our first tournament, we had a hard time trying to teach our game to the participants in the time we posted, disengaging our potential audiences. This tournament felt like we improved significantly with not even five minutes of explanation of the basics then letting themselves look it up on the character sheet or rulebook. It was a burden that needed to be solved, without it, we now have the opportunity to actually generating a how-to video (next post!).

Character Sheet

class_Sheet_2

This around, we added our brand new character sheet, explaining each class’s HP, toughness, damage, skill, range and how to calculate a collision. I of course, had nothing really to do with it other than some minor balancing issues. After two game tests, we’ve noticed something with it though, some people confuse the range with the first tile (starting left one) being where the avatar stands so we’ll fix that for our next update. Overall, I do enjoy a good cheat cart next to each player to understand the game, makes you feel like you press esc to look at some stats, an inventory, or just looking at a cheat card like you do in Settlers of Catan.

During the tournament, we saw almost everyone consulting the character sheet at least once which was a huge time saver not only for us but for the players themselves, helping the game to stand on its own without its parents. There is of course improvements to be made but we feel like we are on the right track.

Free-for-all

Coming from the twitch community (shout out), free for all is my death match; I’ve always felt like Omni needed diplomacy instead of co-operation because who doesn’t want backstabbing ?
One of the issues we encountered when building a FFA map was that we couldn’t create a totally balanced map because of hexagonal tiles. The six-directional movement destroyed our chances on creating something that would be fully balanced for four players.

The map now have players battling from the mid tile on each side, creating a pretty balanced map for the two people in the top and bottom but the people from left and right cannot reach each other before a few turns which is truly a shame but improve will come dear reader.

Free4all_board_A3

I figured this would be the most popular tournament with backstabbing, taunting, teaming up and crying but I was sorely mistaken!
Most people played like the would usually do with few people actually using that behavior I’ve come to love. Now we had a pretty close age group and these people were mostly not twitch gamers so I might be overreacting but from what our data shows, this was not a hugely popular map overall.

New Prototype

Our new prototype is up and running if anybody wants it, you can download it here: https://www.dropbox.com/s/9terlbgrt1lp5dm/OMNI.rar?dl=0

but if you wait a bit, the new version will come (I will talk more about this soon!)

So offer some art and some simplistic tournament components, we printed out solid maps with characters that was more educational for our participants to try out with and we introduced HP tokens. Now, we will of course offer our final product to be a lot better but for the time being, it was a good substitute from what we offered before.

One thing that was totally different was the opportunity to play with the phone online on our website at Omni. We noticed a totally different setting when people got a hold of their phones and started playing. People used the blitz mode a lot more with time being included in the online controller, HP were displayed as well making it easier to feel the damage when players would get hit and the controller overall felt easier to use. The data even showed our audience enjoyed it more, rendering the physical controller a bit obsolete for the time being (until its true form reveals itself, see analogue controller).

Tournament

7.5 hours did it take, needless to say everybody was tired and nobody truly wanted to finish.

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As our second tournament we had learned a few tricks, people like snacks and people like food so, more snacks and food prizes. We had an interesting tournament with three couples entering and two on the Team-Versus-Team mode finale.

2015-10-15 21.45.56

We of course had winners and most that stayed got their share of pizza and kebab rolls afterwards, rewarding the monumental task of answering our forms and staying sharp throughout the whole endeavor.

So the statistics

We hypothesized that people would find it more enjoyable, more predicting and less wanting of many more mechanics, providing us with stronger motivation to work on the art and lore. We weren’t wrong on many occasions but what we found interesting was that nobody really felt that they had it easy predicting and the overall aspects they were looking towards when predicting were rather simple. What we did find out was that nobody cared about the hardship they had when predicting and enjoyed the game overall, wanting more maps, more classes and more of the game in terms of art, actual figurines and the features we have been holding back!

Our conclusion is that our new systems are worth to keep and the closer we get to the game, the more finished they perceive it themselves. I write more about the conclusion after a few posts because it has been changed a few times because of our journey to Wiscon and overall development. Stay tuned for more very soon and for now, enjoy our statistics!

ps. I must mention my last statistics post, I promised raw data but as I learn about it, its not necessary so therefore, enjoy these bar charts.

Cheers and stay true,

Ladbon

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Ultimate Action System

Hi, here comes another post about design development!

Before our latest system implement the games was pretty much about the round that played out at that moment, and just a hand full of players admit they had ever (according to when asking them) thought about next round when planning their actions. This was a pretty big hole in our game design that needed to be fixed so me and Ladbon came up with an idea of an ultimate action system.

inprogress

What is the ultimate action?

This ultimate action system is a very easy concept but will bring a lot to the game over the rounds. The ultimate action system works by when a player uses his or her special or standard actions and hits an opponent, they get a point in form of a token. When a player have collected a specific amount of tokens/points they unlock an ultimate action. This action is much greater than the standard and special  action and is a reward for a player being good at predicting the other players.

 

How is the ultimate action unique?

The ultimate action is a class specific second type of special that is just a lot more powerful, and it will go well with the specific class. We have only talked about what these combos could be and we have some ideas, but they still need to be play tested. Here are some examples of what we have in mind;
The ranger fires a second projectile to the special action.
The berserk throws the sledgehammer two tiles.
The tank takes no damage at all no matter what hits.

special-ultimate

How does a player that have the right amount of tokens plan an ultimate action when there’s only three markers on the controller?

It is replacing the special action until used, so the player simply uses the yellow marker on the controller to mark if, when and how he or she tends to use the ultimate attack. If he or she misses with the ultimate action it does not get spent but remains as an option until the player hits with the yellow action (ultimate action).

When the player does hit with the ultimate, the damages and rules for that action will be calculated as for standard actions and specials. And all the combo tokens will be discarded back to the pile of unused combo tokens. The special action will then become available again and the player can no longer use the ultimate action until  the amount of combo tokens have been collected.

 

How does this improve the game?

This system does not only open up for stronger planning over turns, but also deeper tactical play for each team as it becomes more important who is hitting the opponent and not just one hitting the opponent. It may also result in a race between team players on who collects most combo markers. But as the main argument for why we implemented this was to make the game more aggressive as hopefully the players now will put more weight on each action, but we will have to play test that to see if we have done right or if we have screwed up.

thumb_up

Take care!
-Lui

P.S. There will soon be a new downloadable put up here on the website with the new improved rulebook for you to test out and play.

Analogue Controller

Hi out there!!

I’ve just finished the plans for our physical controller, the one you would use if you would play Omni completely analogue. Once it is created and I have tested out so that it feels nice and works as intended I will hand out a package with a 3D-printable file, instructions and a list of what else you will need to make your own analogue controller for Omni.

So here’s the plan of how it will be put together:

skiss

As you can tell, it will be pretty small. I want it to fit well in the palm of your hand, but also be large enough to be user friendly. If this version turns out good I might take the time to make an even smaller one for kids or people with small hands.

Anyhow, going through the controller starting from the base you’ll first see the body of the controller. this is the piece you will grab on to while holding the controller. It’s designed to both match the Art-style of Omni, and also be comfortable holding for a longer period. The bottom is flat so that it easy can be put down on a table. This is the part that needs to be 3D-printed (alt. moulding it if you already have one).

In the body there will be indents or slots for the position magnets to hold them in place. The reason why I choose this design over an design where the U.I-layer is made out of a sheet  of steel (witch the magnets would be attracted to) is for feedback of the controller. I want the user to feel when an action is placed correctly, and hopefully this will be achieved by the action-magnets snapping in too place when near the correct spots. The position-magnets used is 5×1 mm (very small) so it remains to see if this design works in practices.

The U.I-layer is just a thin plastic or paper sheet with a user interface printed on it. This is so the player can see and easily place the action-magnets at the right places and so that when the controller is shown to others they can relate to what the player has in mind/played out.

The action-magnets is colour coded dyed magnets, probably with marks of letters or symbols telling which magnet is which. This will be the interactive part of the controller and hopefully the magnets will slide over the U.I-layer and snapping to the controller when over a position magnet.


 

Right now we are in the discussion of whether or not changing the Tank’s special ability to be using the directional system, as right now it’s played out in all directions. If we change this special so that it uses a direction the centre tile is freed up for other uses, and this is where you would place the action you do not use at a round with this design. If we end up not changing it, I will come up with another design for the analogue controller and post it here for you guys!

And till next time; Take care!
-Lui

 

First Downloadable

Hello table top gamer!

I have put together this first version of our game for you. It’s in a basic version with regular paper cut outs.

So what you need to play is a smartphone or computer, a printer, A4 sized paper and a pair of scissors, and of course four players. For the characters I would recommend getting some thicker paper just so they easier can stand on their own.

This package includes:
.PDF with Latest rules of Omni (14/10/2015)

1 sheet with characters and HP tokens.

1 board (no need to be cut)

1 sheet of controllers

The controller sheet is included if you don’t have 4 capable devices or want to play the game entirely analogue. For a paper controller you would need three distinct marker for each player. We’ve used colour coded pins when we play but any type of marker that can be used for the actions should work. Also recommended would be using cardboard or similar to attach the controller to so that you don’t on accidental poke your hand with the needles, and so that the opponent’s won’t see your actions through the controller.

Download here: https://dl.orangedox.com/n7k6kJt6kzn42KDdrK/OMNI.rar
or click the image:

cropped-omni21.png

When you have tried our game, I would be so happy if you took the time to answer this feedback form, it should not take more than a minute to get through.


So thanks for downloading our game, have a good time playing it!
take care

-Lui

Inside The Studio

Hi again reader,

since our last endeavor, we have gotten a whole slew of feedback!
At first, we initially thought we had solved Omni’s sudden death problem, we had a solid map oriented control, we thought people understood what they were controlling and how it connected beautifully with the aesthetics, boy, weren’t we wrong.

What happens if there is a tie?

If ever a player makes the kill shot towards a player that does the same, we had a tie in the game, making sure the players would try another match. We later changed that to only the surviving players get to play it again but now, they were placed within a tile of distance of each other. We later changed it to simply having the players play the game again but only the last surviving players.

After a discussion, we tried to understand the tactical impact it made towards the players, nobody wants to change their initial tactical play that lead up to the tied shot. Therefore, we made up a new law; now, if the game becomes a tie, Omndrenalin charges body of the avatar, becoming aware of its imminent death and plays on with one hit point at the same place they tied it, moving on with the game and allowing the players for an extension. The games storyline wraps it up as these avatars are a first reconnaissance assault team, charged with securing the landing place for their respective civilization to extract the vital rock they were sent there in the first place. When one team is the only one alive, they have are the ones that signal the extractors down to work on the resource. Therefore, there are only small battles between these noble civilizations.

I wouldn’t say this is the definite way to do it nor can I promise the lore is final but our current explanation of the rules and its lore is true. So if that ever comes up, here is your reference card!

Map orientation

So our map is consisted of hexagonal tiles, allowing for six different directions for each action (unless there are no tiles there). Having no real orientation with the controller and the map is something we prided ourselves with, though now we are not that sure of it. There are some few problems when generating maps considering we have no real map art, no environmental tiles and no real co-ordinates. So our first rule was to generate each map like this:

board-building1

The map on the left had people sitting on opposite sides of each other with the same map orientation, helping the controller to work pedagogically instead of being a cumbersome nuisance of tilting the controller or your head as the right example shows.

The controller:

controller

The controller is designed in the same way the map design on the left is with the first ring symbolizes the first action and the second being the second action. A player simply chooses the direction of the action and which order its played out. It is a pretty simple tactical approach but there is a depth in the game which you experience if you play it (cutout blog post incoming). So one way we can solve the nuisance of tilting your head are co-ordinates, there is only one north and its marked on either every tile or just one, one reference tile which is placed anywhere.

We were also given the feedback to make sure each avatar has a view direction which changes depending on where you move or attack, generating possibilities such as a directional attack system or a back stab ability for a class. I am afraid we haven’t gotten this system into the current version but we are looking forward to developing it and we wanted you, the reader to know that we are looking into it.

What are you doing in the game?

So what are you actually controlling ? How are the mechanics connected to the aesthetic design of the game ? Well, we are not that sure yet.
This was our first impression when we got this feedback about five hours ago. We had a few ideas such as the battle itself is done is slow-motion where these stoic warriors are fighting a battle in slow-motion, and you are simply doing a few moves a turn. When the game is over, the game replays the whole event in real-time, all the mistakes and right choices you made are displayed in a beautiful cinematic. There was also an idea that these avatars were in reality massive ships or some sort, maneuvering space or sea to fight for domination. Another idea was that you were programming the minds of your avatar, but the controls never allowed more than you were allowed each turn.

Truth be told, we don’t know yet. We are debating as we are creating the universe in which the game takes place, as the game has had about four different forms of lore, we do not want to touch the subject until we feel Omni is exactly the way we want to play.

Our second tournament

So our second tournament draws closer (tomorrow) and we are really excited to show our new systems. Our new systems are in place, snacks will be bought and the prizes this time is warm food. Here is a sneak peak and oh, did I mention we have free-for-all ?

2015-10-14 18.56.25

We have a new way to explain our characters with the brand new character sheet, our controller is now fully mobile with our website worldsatwar.xyz (will be changed to omnigame.xyz very soon) and our hit points tokens (as our stats have changed, this is a temporary solution). On the left hand side, we have our regular team deathmatch mode and on the right is the new free-for-all tournament map.

So next time, I will talk about what we are imagining next, what our plans are and what types of discussions are popular within the studio.

Thank you so much for reading, have a great night and stay true,
Ladbon

Our first field test

Hello dear readers,

two weeks ago, we field tested our current game with a bunch of developer students in order to gather valuable data about how to proceed with our development such as what to focus on, which systems we have planned would enhance the core mechanics in general. What we interpreted at first was that the people that felt it was hard to predict the opponents wanted more variables to think about while the people that did enjoy it (the larger majority) wanted the mechanics to be just as it was.

2015-09-29 17.44.17

In order for us to get the best available reaction, instead of asking people to join a data gathering session for our game, we arranged a team(2) vs team(2) tournament with candy, carrots with dip and fruits available to enhance the players and motivate them to actually play it seriously. So when people were done with their part of the tournament, they would fill in a form. This method were suppose to make sure players didn’t just answer the questions to get out of there and never played the game in the sole purpose to break the game; instead, they tried to play by its rules and focused on the aesthetic goals we set forth.

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So the data we got never had any significant (statistical term) change but rather some interesting trend. We found out that there was a trend if you were looking at people that felt three alternatives per character was enough or wanted more.

The respondents that felt that three alternatives were enough had it harder to understand the game but easier to play while the ones that wanted more alternatives found it easier to understand but harder to play. Now, as you can see in the chart, there was a majority that felt three alternatives were enough, compelling us to follow the majority but not at first. I had made the wrong assumption and thought we needed to focus more on those as I interpreted them to be our niche audience. Our mentor felt differently and helped us believe that we should focus more on the majority as both of these respondents felt like they were competing and that they were co-operating, a smaller group just felt like they couldn’t be sure about their decisions each turn. The tactical aspect of the game is true but as we have simultaneous turns and focus on engaging a large audience rather than a niche, we would be able to attract many players, as long as our systems never diverge from our new plan.

So now, we are focusing more on connecting new systems into our game that wouldn’t be possible unless the core mechanics and our class system (dynamic system). Our first three new systems will be class based collision, ranged based damage and combo specials. We are also looking into enhancing our game with a new type of game mode but we’ll get into that after a few tries.

Now I wont reveal all our data in its glory so you, the reader, wont be able to interpret it differently I am afraid but I might do it later in the project but for not, here are some tournament pictures!

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Stay true,
Ladbon

Rules for Omni

Hello world, this post is here to describe the game loop and rules to you, so that you can have more insight in how the game actually works.

The core of the game is simultaneously turned based, and controlled by a specific designed directional controller system.

The game loop do consist of two phases; a tactical phase and a simulation phase and is played in that order. These two phases makes up a round. The tactical phase is where all players do their choices of actions, plan and talk strategies. The second simulation phase is where all these actions are played out in a specific orders and the results are computed.


Rules

Board  Setup

The board is built by hexagonal tiles forming a 6 directional grid system. How the tiles are placed is up to you and the other players to agree upon. When building the board all tiles must be connected by the edges. When placing the avatars on the board it is up to all players to agree upon where everyone starts.

Controller

The controller is used to plan your actions for one avatar. The controller should be kept hidden from the opponents so that they can’t see what you plan.

The controller is direction based, which means that actions placed on it will be played out in whichever direction based out from the centre of the controller.

Action turns

On the controller there is a first (inner, marked with “1”) and second (outer, marked with “2”) hexagonal ring. These two rings make up the two actions for each round. The action you want to be played first is placed in the first ring and in the desired direction. The action you want to be played secondly is placed in the second ring and in the desired direction.

Note: There are some special actions that do uses the centre of the controller.

Actions

Actions are the options you have and which you  choose from too place on the controller. There are 3 different actions for each controller, but only two can be played each round, and only one can be placed per action turn. The action not played should be in it’s respective “home” at the top of the controller.

The three actions are;

movement; which allows you to move your character around the boar.

Attack; which attacks out in a specific direction with a standard range and damage.

Special; which is a class specific action.

Simulation Phase

After 2 minutes of planning all players must put down their controllers so everyone can see and read them, and then simulate the outputs of everyone’s action.

Simulation order:

1: First actions

  • Movement – move all avatars that moved as first action
  • Attacks and specials – calculate the damages and subtract HP from each player
  • Dead players – remove the avatars of the players who have no HP left from the board

2: Second actions

  • Movement
  • Attacks and specials
  • Dead players

Class Setup

It is up to each team set up their team with classes. It is allowed to use any class with any class. It is allowed to have more than one of each class in the same team.

 

Objective

The objective of the game is to take out all the opponents avatars. Last team standing have won the battle.


If you would like to play around with and figure out how the controller works you can try out a digital version here: http://worldsatwar.xyz/

If you would like to download the rules as .PDF you’ll find it here: Omni_Rules

That’s all for know. take care!!
-Lui

Story Encyclopedia

Hi again,

so this time, I changed a few things with the berserks story and hanged their presentation. My goal is to create a wiki book with all their necessary information there.

It will take some time but I found it most entertaining to do. Stay tuned for more, Lui will soon talk about the current rules and how we envision our game to be played. If you find it interesting or even have any tips, please reply ! 🙂

Story