Prototyping
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I'm starting with a paper prototype as a proof of concept for my idea. If I were to go forth with a tech demo, I wouldn't be able to see if the core concept works without reference to any technological proof, which is dependent on my own spotty programming skill. If I did anything less dynamic alone, say a flowchart of menus and turns, I couldn't capture the moods I want to evoke - of every attack being high risk, high reward, and only succeeding with proper planning.
More specifically, I transformed my idea into what amounts to a TTRPG combat system, where I am the Game Master. I did computations for players, and had them roll a d100 for any chance based effects. Much feedback from my initial design document was centered around asking me to flesh out my ideas, so I figured, especially in relation to a tech demo which I could not give as full of a sense of of mood to, a table top version of the game I would eventually make would be a better way to demonstrate such a fleshed out version that people could respond to.
Get Wardancer
Wardancer
Fight smart, die hard. A turned-based RPG centered around risk, strategy and speed.
Status | In development |
Author | Jaaaayyyy |
Genre | Role Playing |
Tags | 2D, Indie, Short, Singleplayer, Sprites, Strategy RPG |
More posts
- Beta BuildNov 13, 2023
- Art PassNov 10, 2023
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