Devlogs
v0.7 || RPG basics
Summary
This update focuses on adding features that emphasizes the roleplaying aspect of the game. For example by adding support for more kinds of resources, which can be labeled dynamically. A skill check system also leans into this. And support for more non-mechanical storytelling elements has been added.
New content & features
Future
I see three big things that could be worked on next:
- Improving the VERY cluttered/bloated GUI:
I have for some time considered using a 3D scene, where can can be more easily moved around. This would enable the player to zoom in/out, removing the need for the scroll views currently in use.- Pros:
- Cleaner screen
- Better understandability
- Enable better scaling
- Cons:
- No new gameplay functionality
- Big up-front implementation cost
- Implementing Card/adventure creating GUI:
Creating new cards not consists of writing raw json files. A GUI to create new cards would streamline the process alot, enabling easier protoryping, which long term can lead to better gameplay.- Pros:
- Enable faster prototyping
- Enable non-develop user to easily generate cards/adventures
- Cons:
- No new gameplay functionality
- Small value if no external users would use it
- New simplified gameplay mechanics:
The adventures/cards in later versions have been very bloated, and over complicated. Implementing new mechanics that streamlines certain processes, and simplifies functionality could be a good thing going forward. Optimally cards should have complexity, without being complicated.- Pros:
- Bigger possible design space
- Better understandability
- Cons:
- Might not be the most important problem, compared to the GUI, and card creation process
Which of the three I will focus on next I do not know.
Over the last 2-3 months I think I have spent too much time on content, over functionality. Content being the design of individual card and adventures. And functionality being the capabilities of the system. I would like to minimize the time spent on content, to prioritize functionality.
Long term I would like to explore the storytelling aspect even more. The concept that a deckbuilder can be used as an engine/framework to tell/experience dynamic stories.