I have had a few concerns about how the rituals work in this game so far, so I have made some progress on redesigning the way that we do “research”, which is the underlying model for rituals. Current State Currently rituals are done using a type of Action – a long running action that has
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Tag: design
Actor Stats
We have actor stats now! I’ve nearly finished this feature – I only have display left to do, and although there’s some balance issues I need to solve, that can wait until there’s more game to balance it around. Design The purposes of actor stats were the following: For a story driven player, it gives
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Ritual of Keen Sight
I’ve done most of the basics of the ritual UI now – there’s a lot of extra work that needs to be done, but I can save that for when I need a quick win. Next I want to make a new ritual of a different type to the previous ones, so today I’m going
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Ritual UI
I’ve been making slow progress over the last couple of weeks on the ritual UI. To be honest, it’s not the most thrilling of jobs to me! But sometimes you just have to get things done, and it is often useful to work through the design of something when it is difficult to get motivated,
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Exploration Design
It’s nice to be back on the game design side of things after a lot of UI work lately! This week I’ve been thinking mainly about exploration. Overview Exploration will be a way to unlock various types of resources. Thematically, as you explore the forest around your cottage, you will find things like herb patches
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Test Version Online
I’ve finally taken the plunge and added a test version online. You can find it here: http://www.mrsneeze.com/witch/ Once I’d got the saved game sorted there wasn’t much more that I had to do other than upload it. Obviously it’s very rough around the edges and really there’s not much to do yet, but the longer
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Unlocks and Modifier Technical Design
Once I’d got the basic design down for unlocks and modifiers, the next step is to figure out how this is actually going to be implemented. The idea here is that we have two aspects that are technically separate: Things that can be unlocked (Spells) These cost resources These take time to unlock When unlocked
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Action Modifiers and Spells
Having done a technical part of the project with the web workers, it’s about time I started to think about the next steps of the design. Long Term Goals and Current State In an idle game we really need these features in terms of gameplay Gather resources without action from the player Possibly interactions with
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Randomness in Elm
Buildings as Actors In working towards making buildings work, I realised I already have in place the structure I need for them. Fundamentally, a building is just another actor, and it produces resources in the same way as the player does. I already have a loop for that – in this case almost all building
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Initial game loop
My design for the initial game loop is simple, but we need to break it down a bit into two parts: Main character is gathering herbs, and a building is producing herbs. Herbs we’ll for now store as a simple field in the main game model – the model being a structure that contains the
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