Welcome back to another Outhoused Studios devlog!
This time we're going to make another progress update since the last time we checked in. Last time we went over the steps we've taken so far in planning our MVP. We introduced the team, the tools we were using, and our basic plans for the future. Since then, a lot of things have come more into focus. Today we'll be talking about how we went about making a plan for the character stats, status effects, and abilities we plan to include in our MVP.
We spent a lot of time designing character statuses and status effects. It might sound like an easy thing to accomplish, but we were surprised by how quickly things could become complex. We started thinking about status effects to try and inform the rest of the combat experience, but this wound up getting us thinking about lore, and we started working on that, which was good, but ultimately not the direction we wanted to take for the moment. After a week or so we huddled together and decided that we should prioritize a minimum of features in order to really flesh out the bare bones of our MVP. Finally, after about three iterations over both character statuses and general status effects, we whittled down a list of features we absolutely wanted for our MVP.
Character stats would be made up of health, speed, resistances, and critical chance. Status effects would be made up of:
negative status effects, or debuffs:
positive status effects, or buffs:
Please note that some of the above only became obvious to us after we started defining the characters that would be available to the player in battle, which I'll present to you soon.
We also established which actions a combatant would be able to perform in the context of a battle
We also established which characters would be available to be added to the player's party. We voted on this, and we came out with the following playable character classes
From there, we started thinking about which abilities specific characters could have such that the game be balanced. This led us to define important concepts like active abilities and passive abilities, as well as the effects of different abilities.
Moving forward, we're going to be implementing these abilities into our game's code. This will be our next big milestone. In particular, given we have specific abilities that specific characters have (each character has eight abilities), we will set as our next deliverable that each character is able to initialize themselves with their expected skills.
Thanks so much for reading, please contact us at contact@outhoused.me
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