The site has been very quiet since I’ve been waiting to make big announcements regarding the game… which I will do… y’know… soon.
A big factor in how tactical combat plays out is the movement range. Different ranges have pros and cons, some of which might not be too obvious. I recently had to decide what the typical movement range should be for my game, so I’d like to go over the possible options and how it affects combat.
Note: every turn you can move and attack (in either order). These observations may not apply to systems where you are more restricted (move then attack only) or less restricted (move -> attack -> keep moving). Continue Reading
Let’s talk game design! Specifically, I’d like to ruminate on one of the most common game-isms out there: “XP” (or experience points) — and I want to talk about when that system is detrimental to the game.
Typically XP is either a resource you spend directly on improvements, or a sort of progress bar to the next improvement. And it seems like every game nowadays has some sort of XP mechanic. But for game designers, XP is actually a way to tell the player what they should do. Kill the goblin? You get XP! Explore a new area? You get XP! Play the game? XP!
XP is a tool to incentivize specific behaviors and goals. However, it’s up to the designer to make sure that the behavior being incentivized is fun. When this isn’t true is when we have a problem. It’s my plan to find those instances, and then make fun of them on the internet.