Design Diary 6/7/2017: Prototyping Player Aids

Currently working on the components necessary to run a demo scenario.  We decided that the best way to determine if we are on the right track with CLL is to just rush things to a single scenario, blind playtest and then iterate from there. From Game Design Concepts by Ian Schrieber I think this is … Continue reading Design Diary 6/7/2017: Prototyping Player Aids

Advertisements

Design Diary 5/6/2017 – Ocean Man

From the ashes of a design low-point, rises the most outrageous new design for our first tank character: Chef the Polynesian Ocean Warrior.  I don't know how game designers work on their own - having one person you can trust to tell you when something sucks streamlines the iterative process so much. And then sometimes, … Continue reading Design Diary 5/6/2017 – Ocean Man

Design Diary 4/26/2017 – Navigating The Support Role

The cornerstone of any good adventuring team is... The Healer. In tabletop RPGs, the party Cleric was a necessary role that was often begrudgingly thrust upon one player to be the party's designated battery of hit points. Playing the healer was a service that someone performed for their friends at the table.  In combat, clerics … Continue reading Design Diary 4/26/2017 – Navigating The Support Role

Design Diary 4/11/2017 – Creating Simple AI Mechanics

Before we can talk about next two points on the class triangle: the Oracle support class, and Constable tank class - Two classes that heavily interact with enemies on the battlefield; it is important to discuss the most important facet of co-op dungeon crawlers. Enemy A.I. Mechanics In Descent, one player assumes control of the … Continue reading Design Diary 4/11/2017 – Creating Simple AI Mechanics