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March 26th Updates- 6 days left!

A topic by Zeshio created Mar 27, 2019 Views: 157
Viewing posts 1 to 1
Developer

Hello everyone!

I've made some progress today on Rebirth by Destruction! Some progress notes:

-Played around with the tile size of the battle map. Current goal is to have a 32x64 'pixel' city map, but I wasn't sure if I wanted to extend the amount of detail to the battle maps (which adds considerable work). Two rough drafts of battle map size in relation to the mechs (which are 32x32 pixels):

 


With a little bit of Twitter feedback today (although the poll is going through tomorrow), I think it's safe to assume the larger mech/smaller tile size is probably the best way to go as far as 1) overall feel of mech size, and 2) reduced work load (64 pixel map tiles are 4x the pixels of 32 pixel tiles).

The great news is, with roads and basic colored tiles, simple battle maps are basically complete. The goal is to have 20x20 battle maps ready for the end of the jam. Players would roll 2d20 to determine their location on the 20x20 grid battle map.

In the future, it'd really be fun to work in buildings and freeways as obstacles that could be demolished or knocked over to encourage more gameplay depth. 

ENEMY TABLES

So, each enemy mech basically needs to have stats the GM manages during battle. There are also three enemy difficulty levels as players move deeper into the city. So, I need to generate stats for different enemies.

The good news is I've already playtested out a limited amount of enemy mechs in battle for the lowest difficulty level areas. I also have a couple of elite enemies designed for low level encounters as well. The next part will be to design and stat the enemies for medium and high difficulty levels. Once that's done, I'll have battle encounter tables and enemy stat boxes ready to go for Rebirth by Destruction.

GEAR/LOOT TABLES

One of the ways characters improve their mechs is through the use of additional gear. Gear is either dropped via loot tables after an encounter, or bought at a shop. Mechs can currently equip four gear slots, which allows a lot of interesting flexibility. Considering the types of enhancements, there's plenty of room for abusing the system (20% evade rate gear x4 is an 80% evade rate for enemy attacks), although the abuse would be very rare and depend highly on weighted loot tables.

I've basically finished all the gear tables, and am adding in a couple of special weapons/special gear which affect the game in different ways. You can have one special weapon/gear slot on your mech that enhances your combat/game abilities (things like cluster bombs or identifying encounters on tiles before you choose where to move).