Night didn’t go as planned

Excuse typos and grammatical slips. It’s currently 12:47 a.m. as I write this and I had big plans for the tonight. Began watching a few of my play through playtests and was beginning to get things documented. But watch out now! Sleep just came up and sucker punched me. It’s not often I succumb to the late night creep sleep, but this weekend was a doozy.

I started thinking about a solo Roll ‘n Write game. Trying to be to fancy with it I quickly realized I should be building a fundamentals game. Get core mechanics to work, then affix them together to build something pretty cool. So I did just that:

  • Navigation – Work out a navigation style/mode for the game. Travelling is a combination of movement point earned and burned, one D4 use to identify obstacles or restrictions, another D4 for steps and navigating terrain.
  • Inventory – A swappable list of items in the game. These items are randomly generated through a shortlist reference guide. The combination of the two D4s also contribute to identifying object or skills.
  • Actions – Engagement, if necessary, is set up as a two-phase turn. A player can perform an action and then add a second action or movement.
  • Mapping – Since I wanted to have fog of war concept, because line of sight and or visual distance is a thing, players draw their map as they venture. Like a lot of MMOs or dungeon crawling games, players uncover their surrounding by exploring.

The last one is key for me. Not that the all aren’t important, but mapping in real-time is something i’ve been wanting to explore for other game ideas I’ve had. Mapping and recording is a fantastic feature. This can be done prior to the game (simulating procedural generation) or reveal in real-time. Two exciting ideas I want to explore. Can be used in solo or multi-player games. I think it has a lot of potential. Especially for the tabletop and light sim games out there. It’s probably been done, but I don’t want to know yet until I can bang out and break a few ideas of my own.

Next thing I know it, it’s now and none of that awesome stuff I just outlined above happened. In the yard, in the garage, with the family. Evenings do go fast when you’re busy.

Recommend0 recommendationsPublished in Uncategorized
Design Theory
Carla Kopp

In Depth Design: Venice

If you haven’t played Venice by Braincrack Games, you can check out the BGG page or this video by Gaming Rules! Venice is a really neat blend of worker placement and pick up and deliver. In Venice, you’ll travel around Venice in gondolas, leaving assistants at most of the locations you stop on. Each time

Read More »

Responses

Your email address will not be published. Required fields are marked *