Тёмный

Rogue Deck Builder Prototyping Stream (Day 003) 

Theodore Bendixson
Подписаться 7 тыс.
Просмотров 216
50% 1

Spitballing solutions to a natural deadlock that happens when the player draws too many cards of the same type and can no longer offload those cards by using them.
I spent some time analyzing the design elements in Settlers of Catan, addressing how Klaus Teuber solved a similar problem.
If you enjoyed watching this stream and would like to receive updates on the progress of this game and others, please click the link to sign up for my mailing list. Thanks!
eepurl.com/hTi34X

Игры

Опубликовано:

 

30 апр 2024

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 3   
@JoaoJGabriel
@JoaoJGabriel 2 месяца назад
Spitballing: (be warned that, even though I heard you all the way through, some or most of these challenge your first instinct of what the game "should" be, but consider them, then maybe let me know why you should do it from another way if that's the case at the end) - Picking the card without visualizing your structures seems unnatural - Instead of picking an option from a sorting, each card could have a cost (of a currency you gain from killing enemies, say willpower/hope, and/or time to build) - Some structures/turrets could require you to manually build them (and be unable to shoot while you're at it) and others be automated; another "cost system", displayed as a different stat in the card - There could be builder/firing modes for you to switch, so that you build things on the fly, while a wave is either coming or already damaging your structures - Imagine different types of enemies. Something like a bulkier one, that is slower but does more damage, some ranged one that can't be attacked by the range of some turrets and the ones you have. That could lead to some interesting mechanics and strategy of what to build. Which come in the next wave could be announced - A timer in between waves could increase difficulty and tension
@tedbendixson
@tedbendixson 2 месяца назад
Oh man, wish you were on the stream. All good ideas, and yes, I am open to whatever options ultimately solve the problems and lead to interesting gameplay. It definitely needs a wider variety of enemy types, and it's becoming really clear to me that structures should have some kind of cost (although how the cost should be paid isn't as clear). If you don't mind, I'm going to copy these down as feedback and then work my way through each point individually.
@JoaoJGabriel
@JoaoJGabriel 2 месяца назад
​@@tedbendixsonsure, I haven't copyrighted my thoughts yet. hehe On the cost, here's how I imagine: have a "work" / "willpower" currency, sort of like stamina (more complex stuff uses more) and let the foundational structures popup their cost on the fly, when you pass the mouse over in build mode. As I said, everything takes time to build, some things take "idle" time. Show that information too, in the popup. As for the turrets, you could go for a table to draw "blueprints" (cards that tell cost for building and time to build), that cost work to draw and to build; hold up to 3 or 5 blueprints, so you have to cycle the types of turrets, working to redraw them every time. A sort of resource management. These drawings also take time to make. Generally safe to draw in between waves, risky mid wave if there aren't enough defenses. And yeah, if I'm not studying, I'll hop on the next stream
Далее
300 Days of Project Zomboid - The Movie
2:57:12
Просмотров 10 млн
2DROTS vs WYLSACOM! КУБОК ФИФЕРОВ 1 ТУР
07:25
This is the Most MINDBLOWING Deckbuilding Roguelike
56:16
Song's of Uthmar: First Campaign: EP 39
3:25:36
7 Game Design Mistakes to Avoid!
9:51
Просмотров 752 тыс.
NOT STOPPING TIL NEW WORLD RECORD
9:30:56
Просмотров 2 млн