Hello, thanks to a suggestion from Remelic on the last post I’ve tried prototyping with a smaller board this time (13×13 spaces) & it worked. It was pretty cool finally getting to do this. It was kind of like being a kid again, except I took notes of what I was doing.
The prototype had these aspects:
- A player critter
- About 20 resources of one type – you need these to lay an egg (I really need to think of some other uses for resources).
- About five each of three kinds of critters: a charger, a shooter, & a ‘rail shooter’ that charges up per shot – the odd critter respawns in a area out of sight of the player.
- About 20? impassable ‘solid rock’ spaces.
- About 10 ‘hazard’ spaces that damage all adjacent spaces when hit (I imagine these to be clumps of sap or gelatinous acid).
- ‘Earth’ spaces which filled up almost all the rest of the board. These can be dug out.
All of these were randomly scattered on the board except for the player, I don’t want them starting near a critter. Continue reading
Hi, it’s been a while since I did something about a game project. I confess I haven’t really been working on anything in over month; the break/moving made me very lazy :P. But now I have some things I’d like to try out.
Yesterday I wanted to try creating a couple of prototypes but just trying to get one idea setup somehow took all afternoon & I still wasn’t able to play it :(. I did this using components from boardgames I have & anything else that works.
First I should explain what the idea was that took so long. You play as an ‘alien critter’ in a randomized subterranean world inhabited by other critters. Gameplay would comprise of skittering & digging your way through the world, eating resources, & fight various types of critters, each with their abilities you can earn by eating enough of them. Every critter has a single hit point, including you, & you’ll need to lay eggs to respawn when you die. Depending on how well I make this, I may include other features like growing resources in crops & spawning allies via eggs. Continue reading
Hello, short semi-rushed update this time. I’ve made the changes to attributes from before & setup the new attack formula in my prototype.
I haven’t put much time into playtesting this week so my results are limited. I’ve had other things pop up, like Labour weekend right now & my 23rd birthday a few days ago.
Hello, I’ve finally started doing some playtesting. I’ve got a test project setup with the four PCs, an average enemy (Skeleton), & some pieces of equipment. I’ve just been focusing on the core essentials by running the ‘battle test’ feature, seeing how the PCs perform with & without equipment if all they did was attack every turn.
I decided to skip physical prototyping as:
- I’m using an existing system. There’s little point replicating something that’s ready to use & quicker to setup.
- There are too many numbers involved for doing the simplest things by hand. Its not that I don’t like math, its just that I’d need to calculate the results of each & every single action (base attack + weapon attack – base defence – armour defence, etc) for each & every single character for each & every single turn for each & every single playtest. It really slows things down & becomes very tedious when you’re trying to see what changing a single value will do.
As they are without any armour, all PCs are quite vulnerable (which is the way I’d like it to be), however armour isn’t working the way I thought it would. Continue reading