Day 6. Added cleave to the warriors!!!!! CLEAVE!!!!
Day 5. Kind of a subtle change today. Just implemented range finding so units can’t go “through” other units on their way to other squares.
Strategy Prototype Solo-Jam
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.
Dev-board scribblings for mysterious prototype project (really not that mysterious I just have to post outlining it)
Superhot Is The FPS Made Cool Again | Rock, Paper, Shotgun
Superhot Is The FPS Made Cool Again | Rock, Paper, Shotgun
Superhot is starting to look really awesome! Continuous space and continuous time, but with a turn-based type feel. Really interested in seeing where this one is going. This type of design seems like pretty fertile ground.
Day 4: Added simple attacking! (Also did a bunch of refactoring, because for some reason my grid code always ends up messy).
Day 3. Enemies!
Day 2. Added turns/exhausting units (also mages and cavalry!)
First scratches into the first prototype. Explanation coming soon!
Hard Monsters in Auro 2.0
Really sweet in and in-depth article about Auro redesign. Super nice to see a designer trying to keep it their game healthy over the long term (esp. in a single player context).