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Pixel Art / Re: Combat U.I.
« on: January 30, 2020, 12:03:09 pm »
Good questions! Allow me to answer to the best of my ability.
* The theme is horror.
The sides I have considered so far:
Skull: this is actually taken straight from Hero Quest, the board game. In the game it is meant to represent offensive properties. In a game about horror I figured it could be neutral enough nothing is set in stone.
Noose: the hangman noose. Prevents that dice from being re rolled.
Horseshoe: initially meant to be a wild meaning it can match with other dice to create combinations. I have since considered dropping it as I feel it is too powerful.
Brain (energy): meant to replenish the player’s energy. I don’t know to implement this in-game.
Chain: something negative. I don’t know what yet.
Gun: something offensive, I don’t know how to implement this.
Bullet vest: something defensive, I don’t know how to implement yet.
Core idea:
A. Risk/reward by risking rerolling dice.
B. Energy management. Rerolling consumes energy.
C. Energy management 2: getting damaged grants energy (adrenaline). Also meant to balance out negative rng outcomes.
D. Executing higher combinations requires energy. This one I’m not sure. Feels like it dampens the success of getting a good combination.
E. Some ideas to consider:
Continue to stray away from yahtzee as a mechanic. Work with symbols combinations for outcomes instead of focusing solely on pairs. Danger of becoming too complicated. Need to be careful about this.
F. Always be wary of overcomplicating things to solve design hurdles. Strive for simplicity and effectiveness.
* The theme is horror.
The sides I have considered so far:
Skull: this is actually taken straight from Hero Quest, the board game. In the game it is meant to represent offensive properties. In a game about horror I figured it could be neutral enough nothing is set in stone.
Noose: the hangman noose. Prevents that dice from being re rolled.
Horseshoe: initially meant to be a wild meaning it can match with other dice to create combinations. I have since considered dropping it as I feel it is too powerful.
Brain (energy): meant to replenish the player’s energy. I don’t know to implement this in-game.
Chain: something negative. I don’t know what yet.
Gun: something offensive, I don’t know how to implement this.
Bullet vest: something defensive, I don’t know how to implement yet.
Core idea:
A. Risk/reward by risking rerolling dice.
B. Energy management. Rerolling consumes energy.
C. Energy management 2: getting damaged grants energy (adrenaline). Also meant to balance out negative rng outcomes.
D. Executing higher combinations requires energy. This one I’m not sure. Feels like it dampens the success of getting a good combination.
E. Some ideas to consider:
Continue to stray away from yahtzee as a mechanic. Work with symbols combinations for outcomes instead of focusing solely on pairs. Danger of becoming too complicated. Need to be careful about this.
F. Always be wary of overcomplicating things to solve design hurdles. Strive for simplicity and effectiveness.