Figured I’d explain the images and progress updates I’ve been posting for the last little bit. I’ve been designing one or several turn based strategy game(s) in my head for a while now, and been coming up with a bunch of mechanics that may or may not be interesting for a series of design ideas including:
1) A game in which you control a single unit with 4 spells that have turn-based cooldowns
2) An Advance Wars like game where you control various units through the use of “order” or “command” cards from a deck that you build over the course of the game by building units and capturing locations (more cards=harder to command any particular unit)
3) A game where you manipulate an environment of blocks and holes to give strategic advantages (block stops movement and projectiles, hole stops movement, block + hole = regular terrain)
So basically I have decided that I want to break down the various mechanics from these ideas, and implement them all, seeing which “stick” or feel deep or fun or just interesting! The mechanics include:
Active Time Battles
Control Points that Confer Advantages
Units with/without health
Various unit movement abilities/attack patterns
Archers/Counterattacking dudes
Deckbuilding
Blocks + Holes
Spell cooldowns
Command whole army VS command x units VS decided by cards/hand limit
…and a bunch more that I have written in a notebook somewhere.
So that’s what I’m doing/what I’m going to be updating this blog with whenever I can until I latch onto an interesting mechanic (or set of them!)
TL;DR I’m trying a bunch of turn-basedey things and seeing what sticks.
Throw down a quick comment if any of this stuff sparks an idea.