Saturday, September 29, 2012

Game Design (II): Simulating combat, healing and defending

In my previous article, I set the guidelines for the design of our combat system, and defined key concepts like turns-to-kill and focus fire, illustrating them with some very basic simulations,  We also stated the primary system requirements: finish encounters in 5 turns on average, have players win by a not-too-wide margin, and prevent combats from ending in a boring grind. From this point, I intend to gradually increase the depth and accuracy of our simulations, introducing new elements one at a time and examining their impact in the game math. Today I will take a look at some combat roles, like defending and healing, and discuss two new game mechanics aimed at improving the game experience: monster healing, and last effort.

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Wednesday, September 5, 2012

Game Design: Basic combat math (I)

Having stated my high level goals for the new game, it’s time to get my hands dirty and do some actual design work. The first point in the agenda, then, is the mathematical framework of the combat system. Easy enough.

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