Day 22 – added simple system for showing the “mirrored” cells that the wizard uses to swap. There’s probably a mathematical term for this relationship but WHATEVER.
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Hard work pays off! Here’s a teaser for our upcoming strategy game Militia!!!
Day 21 – Added rank system like the one found in Auro. Gives bonus rank points for streak. Having a clear win/loss system and a difficulty scaling system like this is the backbone of providing the most efficient and consistent strategic depth for player (provided the game system itself can provide a deep yet fair challenge). Players spend the minimum amount of time in a game that is either too hard or too easy for them, and all their actions can be evaluated against the result of the particular match.
Next thing is to tweak the parameters for each difficulty level.
For the curious:
http://www.dinofarmgames.com/auros-single-player-elo-system/
Day 20 – Enemy turns now play out in sequence rather than all at once so it’s easier to see what enemy killed one of your units.
Day 19 – Added help screen. Hopefully it explains enough that the player isn’t totally lost, and the rest can be found through experimentation!
PuzzleScript – an open-source HTML5 puzzle game engine
PuzzleScript – an open-source HTML5 puzzle game engine
How have I never heard of this before. Super minimalist game-making tool for making elegant puzzle games. You’re not able to do anything and everything with it (the games have to be on a grid, and turn based, and not all rules are possible to code), but there are enough ideas that COULD be achieved with it that it seems potentially useful to pick up to scratch down simple prototypes. Awesome.
9/3 Catherine Money Match SNCI: Coopa vs. Bond
9/3 Catherine Money Match SNCI: Coopa vs. Bond
Smart quirky little game design here. Cool blend of speed and strategy. Choice quote: “That shit’s fucking strategic right there”
These are cool. That is all.
Day 18 – IT’S ALIVE. Added a move counter and a goal (clear level 3 without running out of moves or units), and presto-change-o it’s an honest-to-goodness capital “G” Game. Even managed to get some light difficulty scaling between the three levels in there.
Remains to be seen how deep it is but it is certainly satisfying to play I think. Hoping to have a public/demo build up in the near future, so I can get some more direct feedback on what works and doesn’t.
Day 17 – Added monster spawners. At the start of each enemy turn, these will spawn additional enemies if they are unoccupied.