Nobody will play your game if a Peasant with combat of 1 can consistently beat on a Knight with combat 14. They must work in a way that is believable and consistent for the player. For example, all of our troops have statistics such as combat, speed, armor and resistance, and all of these statistics must interact within the game. So what do I mean by core system? The core system is a set of rules that define how the game works at its most basic level. Warlords Battlecry III is really good example of this core system idea, because even though the style of gameplay and many of the goals and rewards are quite similar to Battlecry I and II, the core systems of the game have all changed completely - almost every single one. Of course, the absolute first things are to define the type of game, its genre and target audience, but after that is where things really get interesting this is when we design the "core systems" that the game will use. A few folks wrote to me after my last one and asked to hear a little more specific information about the game, so this Diary is for them! As we near the end of beta on Warlords Battlecry III, there seems to be a certain symmetry in talking about one of the very first things that we do when designing a game. My last few Developer Diaries have discussed some of my general design principals and how they relate to our current game, Warlords Battlecry III.
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