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Wednesday, October 9, 2013

Rules Draft

As much as I'd love to, I'm going to refrain from posting my rules draft for the time being. I don't feel... "safe" posting it this early. So, instead, I'm going to talk about a bunch of problems I faced whilst writing them.


First of all, the size of my grid became a problem very quickly. Using a 6-sided die for moves became a problem in a 5x5 grid, seeing as if you rolled a six you'd fly off the map. So, instead, I'm trying to push for a 7x7 grid. However, this is messing with the layout I created for my original playtest, which sucks because I have to remake most of the assets.
Another problem that came with the gridsize was balancing issues. I tried to keep the number of resources down so players couldn't end up with massive armies at the end of each play. So, a lot of larger maps ended up with more "decimated", or resourceless, pieces.

I ended up finding a solution to my die problem- if someone were to roll more than they could move on a smaller map, they would add up the additional movement points that they lost and could use them to move again. Or I might even implement an additional modifier later. Not sure, trying to keep everything lowscale right now.

Another problem I've encountered is developing the combat system. Creative, interesting combat is difficult. It's a fun challenge, but it really wracks your brain. So far I've come up with a system that involves a small, three "hit" based health system, which can be tracked easily seeing as you only have to deal with a maximum of five units at a time. Pencil and paper is going to be an important kitbash asset in the PnP version. I'm probably going to end up designing a cool place to keep track of all your units. Definitely in the commercial version.

Stay tuned for more updates and the finished rule booklet later.
Yaaaaaay




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