baturinsky
Arcane
Soo, I have a game prototype here
http://batur.pbworks.com/w/page/86153830/Agency
Here is how it looks:
Gameplay was inspired with a simple idea: for some (me included) preparing for combat is fun, but combat itself is boring. So, let's make combat auto-resolving. And here is a working prototype of it. You assign toons on missions, look (in fast forward) how they do their thing and reap loot. You can see chance of winning beforehand and after it's done you can replay combat at normal speed from any point, see combat log, etc.
And it works (I think). But there are problems. Most important is - combat system. More specifically, how target of attacks (both for friends and foes) are determined. I'm using a stat named "bravery" which is a relative chance to catch the bullet. Tanks have it more, glass cannons less, and there are skills that manipulate this stat. See in-game pedia for details. And, again, it works, but it's too randomey and too abstract for player to understand and work with. I need something more intuitive, and probably less random.
Or maybe remake whole combat system from scratch - if somebody can give me an idea how it should work.
Other issue is the game campaign structure, though I already have some ideas how to improve it. Now you just get missions at random. I need something more structured and interesting. But still procedurally generated - I'm too lazy to hand-write it. I'm thinking about structuring missions as a long grid - "road" or "tower", so you start with only one row of missions unlocked, and unlock more by completing those adjacent to them.
Another question - how fine should I let tune and re-tune toons. Pimping up your characters is fun, but will it still be so if there are too many of them. Too much tuning can make game slow once you get dozens of chars online. Also, if I have equippable gear, and let move it from one toon to another at any time, it could encourage too much micro-management. So I will need some good mechanism to limit/discourage moving equipment from char to char too often.
http://batur.pbworks.com/w/page/86153830/Agency
Here is how it looks:
Gameplay was inspired with a simple idea: for some (me included) preparing for combat is fun, but combat itself is boring. So, let's make combat auto-resolving. And here is a working prototype of it. You assign toons on missions, look (in fast forward) how they do their thing and reap loot. You can see chance of winning beforehand and after it's done you can replay combat at normal speed from any point, see combat log, etc.
And it works (I think). But there are problems. Most important is - combat system. More specifically, how target of attacks (both for friends and foes) are determined. I'm using a stat named "bravery" which is a relative chance to catch the bullet. Tanks have it more, glass cannons less, and there are skills that manipulate this stat. See in-game pedia for details. And, again, it works, but it's too randomey and too abstract for player to understand and work with. I need something more intuitive, and probably less random.
Or maybe remake whole combat system from scratch - if somebody can give me an idea how it should work.
Other issue is the game campaign structure, though I already have some ideas how to improve it. Now you just get missions at random. I need something more structured and interesting. But still procedurally generated - I'm too lazy to hand-write it. I'm thinking about structuring missions as a long grid - "road" or "tower", so you start with only one row of missions unlocked, and unlock more by completing those adjacent to them.
Another question - how fine should I let tune and re-tune toons. Pimping up your characters is fun, but will it still be so if there are too many of them. Too much tuning can make game slow once you get dozens of chars online. Also, if I have equippable gear, and let move it from one toon to another at any time, it could encourage too much micro-management. So I will need some good mechanism to limit/discourage moving equipment from char to char too often.