3D Chess Variant - OCTATRIX

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OCTATRIX

3D Chess Variant - OCTATRIX

http://www.youtube.com/watch?v=LU-rKQbOVsQ

http://octatrix.blogspot.com/p/play.html

ElKitch

It looks neat, but so hard to get my head around it. I think on your site the explanation of the moves somehow should be made easier. Even with the pawnmove I had to read very carefully to understand. And still I dont really get it: the pawn cant move on its own terrain??

Also some explanation next to images would be nice. It took me some time to realise the right image is about entering the other 'pinnacle'. And to be honest I still dont really get what the image says.

The surfaces with the ‘O’ symbols indicate the possible destinations for the Pawn, but if the opponent’s game piece is on the same dimensional surface diagonally, it can move one surface diagonally to capture the opponent’s game piece marked by the ‘X’ and the ‘O’ symbols. 

 So.. with this information, looking at the image (right image). O marks where the pawn can go. It can go to the blue site, then I assume X marks where it cannot go? Is that yellow pawn on top a 'ghostpawn' showing the pawn going to the other side, or is it another pawn standing on top?

 

And after so much confusion I basicly quit reading, because its to complex for me. Im not trying to make a fool of your idea. I think it looks cool and you made up a potentially fun game. But you need to do a couple things:
a) sit down with a chessnoob and look at your site together. What is easy to understand and what not? Why doesnt the noob understand it?
b) you are using all kinds of mathmatically/geometrically correct terms like 'pinnacle' and 'vortex' that are well known to you. To most people they are not, or its unclear what is meant in the context of chess. Either choose simple names for them, or make sure that siteusers can always check in a click (or mousefloatover) what you mean by them. 
c) try to get a more inviting lay out for the site. By that I dont mean flashy things n stuff, but some coloring and different and better readable fonts and headers. 

And you have probably considered it: but how about a small shape? With piramids of 4 blocks wide and fewer pieces. The problem with this game, I think, is that it is extremely complex for a new user. It has new rules, more pieces, more surface... even a chessplayer feels overwhelmed! The thing with game is: to easy is not fun, people need a challenge. To complex is not fun either, only a very small percentage of people is interested in doing tasks (voluntarily) that are very complex for them.


So I think you can take a bit of complexity away by a more clear explanation of the game, but still it maybe to steep for most people. But again: cool thing you have created.

OCTATRIX

Thank you for your comments.

I also made some video tutorials for each game pieces. It last 2~3minutes for each pieces. The movements are very similar to the traditional chess pieces. Videos can be found @

http://octatrix.blogspot.com/p/video-tutorials.html

Thank you,

ElKitch

You did put good effort into it, also with the images. But still I recommend to proof-show your website to people and ask them what is not clear or hard to understand.

I dont know much about programming websites, but if Im correct you can easily select more attractive styles for your website.

And why not add a link to the videos in the "How the pieces move"?
At the pawn section, after the images and explanation: "click here to see a video of the pawn". Connect the info dude Smile And in general: look for ways to make the information more easy to understand. This game is (or looks) complex so you need great explanation.


Might want to check out here on BoardGameGeek gamedesigner forum:
http://boardgamegeek.com/thread/405444/rule-book-writing

Since it's where I'm up to at the moment, I did some searching for threads to do with writing rule books ... here are the result.

Feel free to post any other threads or links you know of!

Writing Rules... is there a format to follow?
Best Instructions or Instruction Layout

o Rule book sections.
o Using numbered paragraphs for complex games.
o Structuring the rules so that first time players can read as they play (see also this thread).
o Writing rules in the same way you would explain them to someone else (see How to explain a game GeekList).
o Including an illustration of the initial set up and one full round; including a prominent, concise setup chart.
o Putting rules in the main column and examples in a side column.
o Not embedding rules in examples.
o Using consistent terminology.
o Being concise.
o Highlighting exceptions to rules and other critical points so they are easy to spot.
o Including (at least a summary of) the victory conditions at the beginning of the rules.
o Including a complete list of all cards used in the game.
o Having a glossary / definition of terms.
o Quick reference sheets.
o A successful rule book will be able to explain the rules even without having the game in front of you.

When is a manual too detailed?

o Separating core rules from rarely used rules.
o Including an FAQ at the end of a rule book.
o Generalising special cases into a single unifying rule and eliminating redundant rules.
o Repeating the same rule in multiple places.
o Making sure no question is left unanswered.
o Avoiding forward references (see below).
o Side bars, diagrams and examples.
o Including an index.
o Over-explaining common concepts.
o Rules can be a tutorial or reference, but it is hard to be both.

Do you like your rule book friendly or static?
Rule books - the "do's" and "don't's"

o Humour in rule books.
o Including comments, designer's notes and humour in side bars.
o Ease of rule book navigation during play.
o Using consistent terminology.
o Including an overview / summary at the beginning of each section.
o Listing special rules in a separate section.
o Expressing rules positively rather than negatively.

Examples of well-written game rules? 

o Including rule summaries in margins.
o Confining the theme to the introduction or between sections.
o Some comments from a technical writer, eg. having two separate rule books: a how-to and a reference.
o Times when verbosity is needed (for the sake of clarity).
o Including a set of "quick start" (watered down) rules as an introduction to the game concepts.

Don't just give me rules - Give me guidance!!!

o Including ample gameplay examples.
o Whether to include strategies in the rules; letting players discover strategies for themselves.

Writing Rulebooks

o Difficulty of writing unambiguous rules that are easy to understand.
o Describing systems from several different viewpoints.
o Issues with the designer of a game also writing the rules.
o Avoid using examples as a substitute for clear rules.

Gendered Language in Game Instructions
Use of "Singular they" on game's rules
Rule writing: second person

o Pronouns and other writing issues.

Rulebook creation and organization software
Making decent rule books
Entirely free software toolkit for making maps

o Applications people use for writing up rules: Microsoft Word, Open Office, InDesign (CS2+), Illustrator, PagePlus, Scribus, QuarkXpress, Lyx, LaTex, Docbook, Pages (Mac).
Another thread mentions KDissert (which produces LaTex output).
o The "term paper effect": rules that look like a college term paper (all the same font, few illustrations).
o Typesetting, spacing, fonts, font size and including illustrations in rule books.

External Links

Frank Branham: Rules writing Deutschland style (Board Game News).
Instructions/Rulebook Writing (BGDF).
Best Rules? (BGDF).
Writing Game Rules.
How not to write the rules of a card game.
Writing Game Rules (PDF).

 

Really, a game does not sell itself. Even when its good. You have to make it consumable for the dumb people like me or you will stick with just a few who play the game. 

OCTATRIX

Thank you for your constructive feedback, Smile.