Drew Harry
mastodon 4.5.18research & data @work, phd @medialab, engineer @olincollege. he/him.
interested in: socio-technical systems, computer-mediated communication, online communities, data visualization
playing: card games, roguelikes, mobas, wargames, 18xx.
Playing with a bouncing grenade-type effect. It's a bit awkward at this grid size. You can get a lot of situations where it's hard to produce an intuitive result. The preview graphics help, but aren't a total solution.
This addresses a few design problems I'm facing:
- some weapons cancel enemy intents; these weapons made 1v1s un-loseable.
- combat is feeling too puzzle-y
- creates more space for weapon variation; you might find a very accurate weapon variant.
I'm unsure how to handle it for NPCs. It breaks the promise that they telegraph their attacks. Perhaps NPC weapons with miss just show a "target" and player learns it's imprecise.
First steps on a little tutorial system. I always put this off and regret it. I'm going to try to make something that onboards players and gives them some contrived scenarios to see if it's fun.
Thinking about more complex NPC behaviors. Learned behavior trees this week and made two bots: a leader that picks random waypoints in the world and paths there, and another that follows the nearest leader.
Think "squads" of different bot types, eventually.