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August 16th, 2015

August 16th, 2015 published on

I spent most of this week working on yet another draft of all the classes. I feel pretty good about the progress I’ve made in that I’ve come up with a solid template for building PVP class’ attacks- now that I look at the previous draft it’s quite clear I was very scattershot with them last time. Coming up with a good template for map abilities is a little trickier, and I haven’t quite nailed it down yet.

At this point I finally realized that I haven’t really been applying an iterative approach to these parts of the game. I’ve been building lengthy class lists and then just inserting them into the game wholesale. This worked pretty well for the Co-Op classes since party dynamics are pretty key, but it keeps flopping when it comes to the PVP classes.

So I think I’m going to take a different approach this time. I’m going to start with only two classes, and I’m going to make them the most basic all-around entry level classes possible. Once I’m comfortable with what makes those classes tick, I’ll start to expand the roster. I won’t just be applying this to the classes, though. New equipment and card designs will be built in the same way.

After I finish writing this entry I’m going to sit down and design a very basic set of starter classes, equipment, items, and cards. After that it’ll be off to the races to implement the new changes. Once implemented, I’ll start testing them out and getting a feel for how everything works at the most basic level and make adjustments needed. I’ll start to understand the feel of these systems, and be able to add new things with that feel in mind. New stuff will be added in small bursts, and tested/adjusted after each addition.