How we planned it out to work was so that there would be a total of 6 bowling lanes. Zombies will spawn on one of the 6 lanes based on the number rolled on a die. The player will be placed on the opposite side where they too, will also need to roll a die to determine which lane they will be shooting the bowling ball through. This was a means to allow for more of a game of chance to keep things more balanced with the game so that none of the sides would be too overpowered.
After the player shoots the bowling ball down the lane, if there are zombies in that lane number that’s been rolled, the first zombie closest to the player in that row will be removed. If in the case the lane is empty, nothing happens and the player’s turn ends.
Following the player’s turn ending, each of the zombies on the field will move 1 step forward, and will have another zombie spawn on the field in the back most row decided by a die roll once again. The game will continue on until the zombies make it all the way to the other end of the field.
After planning all of these things out, we decided to try and test out the idea on a small scale paper prototype to see how long and how well the game will work. Surprisingly it ended up more or less pretty balanced on both ends due to the chances involved in rolling a die. Although the player in a sense is destined to lose in the end, we found that it’s probably more than enough to try and get the player to keep playing since the game more or less ended up lasting for a good 10 minutes or so on paper.
Although there might not be too high of a replay value for the design in general, it more or less seems that it may be something that could be of interest to some players in terms of simplicity and things they may be familiar with. The idea was so that players wouldn’t be too overwhelmed with what they can or can’t do but it might be too restrictive as the only control they have is a die roll.
For the GDW side of things, it's looking like we're near the final push for the current game, more or less all the assets needed are in for use such as enemy models, the level and textures so far. A good chunk of the coding is roughly 90-95% done as well.