This week, I've been working on my Flutter Admin. I'm currently on the part where I start to populate the data for the denizens in my world, and looking at the navigation page I made myself, it made me question... do I need all of this for a 1.0 version of my game? Being honest with myself, the answer was "No", that I could cut like half of that and still be able to achieve what I need for launch.
Then I started looking deeper, at my Attribute system, the way I set up encounters, and there's a lot of stuff there that doesn't reflect the core mechanics I described in my deep-dive post last week. My vision for the game has moved on since I originally set up these models, so now I'm taking an axe to them, and rethinking how I want my characters defined, what attributes I need, etc... The combat systems in Mob Wars and Torn are pretty simplistic, and I don't think I need to develop a full-blown RPG system, with blocking, evasion, crits, status procs, etc...
So I'm taking a couple of nights off coding, while I recollect my thoughts on where I want combat to go, given my new Expedition system as a core mechanic. I'm currently researching Dota's Strength-Agility-Intelligence setup, and thinking on whether there's something worth adapting to my game there. That's it for now, thanks for reading!
Cheers,
Dan Dahl.
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