Friday, 14 January 2011

Teros

Solved the problem with scrolling and offset, for most parts anyway. Now I'm trying to figure out how to implement the game system I planned before. The biggest problem is how to determine the values for each creature. It matters because with clever planning it's possible to determine some values from simpler data, such as the main type of the creature. If something goes wrong it's annoying to fix data. I'm not even sure about the game system itself. I need to write a simulator for it to check out what kind of values it will spew out.

Planning a role-playing system, even a simple one, is not an easy task. You need to get stuff right to give meaningful values for different types of creatures and also items that are involved in combat. Teros will be the hardest thing to implement for 1.3, but it will bring more role-playing feel in the gameplay.

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