Day 14 – Pretty big change today. Added captains (marked with a yellow star). The objective is to kill all enemy captains to win the level, while preserving your units for future levels (If you lose all of your units you die). Haven’t hooked the level counter yet though. Perhaps tomorrow!
Day 13 – Added the wizard! First unit with a non-attack ability; the wizard swaps two units that are on reflected spaces on the board. Had a neat bug emerge when coding it that the unit that was swapped was refreshed when swapped, and so you could use them again. THIS WAS AWESOME SO IT STAYS.
Starting to get a sense of a couple bits of emergent complexity/combos/tactics available with the current units. Probably won’t add any more player units for a while, so next up is:
1) Win condition
2) Enemy variety (either archer or a diagonal type orc or something)
Day 12 – Added the jumpy-stabby cavalry!
Day 11 – Added attack highlights. Also had a cool idea for a “swapper” type unit, while playing Micheal Brough’s “Game Title” (yes that’s the actual name). Now whether to implement that, or the new archer enemy, or the cavalry next…hm…
Day 10. Added the Mage! The Mage can either move OR attack on his turn. When he attacks he hits units in an X shape 3 range away. Also had my first moment of crunchyness happen as I was testing (I was able to play/strategize a bit even given the simple setup I have so far, very encouraging). Feels like maybe the goal should have something to do with a limited number of turns perhaps/keeping your units alive?
Awesome talks by three strategy game designers. Nice range of approaches/opinions. Keith and Soren seem to agree that transparency of mechanics (like in board games) is very important, but Keith takes it a step further with the Core Mechanism reductionist model, whereas Soren seems more comfortable having a potentially more loosely related systems.
And Brad is a self proclaimed “Sauce” designer at a “Sauce” studio.
Also really interesting to hear the perspective that Keith’s approach “fetishises mechanics over experience” which seems to me to say you can’t have a great experience solely through mechanics. It isn’t true, as is demonstrated by many board games that simply use theme as a way to get you in the door (Bohnanza, RFTG, Love Letter, et al.), but it certainly can SEEM true (rules seem very dry for some reason, even when they can very easily be the most interesting part/exiting/engaging/suprising part of the experience).
Day 9 – Another simple, (but important) update. Warriors now can target any of the 4 directions to cleave. To make them attack without moving, you now have to click on their same space. this seems to open a lot more flexibility in how you can use them, and incidentally makes it so you must attack with them each turn, giving a bit of a berserker feel.
Maybe tomorrow I’ll finally get to the Mage…