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Challenges / Re: Early 7DRL Declaration
« on: January 28, 2013, 12:40:59 AM »
I might see if I can find time to give this a go this year.
Current plan is for a game with a combat system based around dice, a little like the Heroquest or Blood Bowl systems (and probably a few more). The basic idea is that each weapon has its own particular die covered in symbols that denote different effects. So a sword might have one cutting attack side, one stabbing attack, one block (cancels out the opponent's attack) and three misses, while a shield would have two blocks, a bashing attack and three misses (for example). When you bump an enemy, you get to roll a bunch of dice based on what you have equipped and your skills and then choose the result of one of them as your action that turn. You also have a finite stock of re-rolls.
So far so might-as-well-be-a-boardgame. But: the advantage of using virtual dice rather than real ones is that you can mess around with them easily. So, there will be ways to alter what is on each die. You might add a fire enchantment to a sword, which will switch one of the faces - at random - with a flame attack. You also have an additional 'skill' die that gets rolled during combat which starts off blank but to which you can add new special abilities as you level up.
I guess the main aims are:
- Make melee combat actually interesting
- Expose the randomness of the game to the player in a way that seems fair(ish - it's still a gamble but at least you know the odds).
- Have a slightly more interesting progression mechanic than just 'number goes up'.
Of course I may change my mind completely before then and I may not have time to compete at all... we will see!
Current plan is for a game with a combat system based around dice, a little like the Heroquest or Blood Bowl systems (and probably a few more). The basic idea is that each weapon has its own particular die covered in symbols that denote different effects. So a sword might have one cutting attack side, one stabbing attack, one block (cancels out the opponent's attack) and three misses, while a shield would have two blocks, a bashing attack and three misses (for example). When you bump an enemy, you get to roll a bunch of dice based on what you have equipped and your skills and then choose the result of one of them as your action that turn. You also have a finite stock of re-rolls.
So far so might-as-well-be-a-boardgame. But: the advantage of using virtual dice rather than real ones is that you can mess around with them easily. So, there will be ways to alter what is on each die. You might add a fire enchantment to a sword, which will switch one of the faces - at random - with a flame attack. You also have an additional 'skill' die that gets rolled during combat which starts off blank but to which you can add new special abilities as you level up.
I guess the main aims are:
- Make melee combat actually interesting
- Expose the randomness of the game to the player in a way that seems fair(ish - it's still a gamble but at least you know the odds).
- Have a slightly more interesting progression mechanic than just 'number goes up'.
Of course I may change my mind completely before then and I may not have time to compete at all... we will see!