The Infamous Noob

June 13, 2010

Under the Mountain

Filed under: Design, Dwarves with Swords — infamousnoob @ 4:38 pm

The setting that the board for Dwarves with Swords will attempt to convey is a vast underground world inhabited by all manner of creepy-crawlies and, of course, several clans (or kingdoms, I haven’t decided yet) of dwarves. In order to ensure that the game doesn’t just boil down to who can cover the most territory or move the fastest, the different locations on the board have to carry inherent benefits (or detriments) with them. In other games, the usual suspects for this kind of mechanic are resources that can be gathered from the location (either once or periodically) or combat modifiers while in the location. I think that both of these are quite good ways to encourage the taking (and holding) of various places, so I’m initially inclined to use them both. However, with a set of resources being gathered there has to be a way to spend them, so that introduces its own set of problems.

Combat bonuses are probably the easiest thing to balance, since there is a finite number of possibilities for how they can be applied and the design can therefore be brute-forced if needed. Additionally, all of the unit stats can be tweaked in small ways to compensate for a ridiculously good environment bonus, so there are lots of degrees of freedom there.

To further the “creepy-crawly” angle of the game, a detriment that can be carried with a location is the possibility of fighting a neutral army that’s determined by card draw or other random means. Since I would like to institute a player hand of cards for one-time-use actions/events/bonuses, adding another deck of NPC-type things shouldn’t be too bad.

So there are my thoughts for the game since the last time I posted. I’m still slowly updating the classes, but for the moment I think they’re fleshed-out enough to play through a prototype so I’ll be working more on the other mechanics (and maybe art!).

June 1, 2010

Lower-Middle Class

Filed under: Design, Dwarves with Swords — infamousnoob @ 7:59 pm

Following my call on FaceBook for ideas of class identities, I figured I should have some sort of example of what I’m looking for. What I’ve come up with so far is just what I think dwarves should be — especially in an RPG-type setting. So here they are:

Classes

Earthmover – Defensive support

– Can cause a “Bottleneck” combat state anywhere

Sword Shooter – Ranged combat

– Can use Bows and Ballistas

Short (Ha!, pun) Swordsdwarf – Melee combat

– Can use one-handed swords

Broad (Ha! Again!) Swordsdwarf – Melee combat

– Can use two-handed swords

Brewmaster – Healer

– Carries a mobile still for on-the-go booze

The attempt here is to weave in the silliness that dwarves inherently have with the mechanics of the game.  Once I’m done, there shouldn’t be any part of the game that doesn’t make the player smile at least a little (or groan. . . whatever). The abilities and specific details can be worked out and balanced as the game comes together. The important part is to have all the pieces in concept form and then put them together in the best way, rather than have completely developed ideas that don’t really fit together well.

May 27, 2010

Make Way for Short Drunken Men

Filed under: Design, Dwarves with Swords, Games — Tags: , , — infamousnoob @ 12:32 pm

I’ve hit a wall in my game. I’m not sure if it’s because I’ve come to the part of it that requires more eloquent thinking than I can simply dish out on demand, or because I’m at a crossroads and don’t know which direction to follow. Probably the best thing for me to do is just pick something and push forward with the development. This would keep me thinking about it in new ways instead of letting it stagnate like I have been. I’ve made excuses to myself about how I’m too busy, or too tired, or too something else to really dive in and get this done, but the real reason is that I’ve just been too lazy.

So now that I’ve cleared that up and gotten it out of the way, it’s time to dive into the work that I’ve so coyly been avoiding. Here is Dwarves with Swords:

Prototype is a board game, so turn-based strategy (instead of RTS or akin).  The rules that have been swirling through my skull dictate that the “units” manipulated are, in fact, groups. Each group can have up to 5 members of different classes. Each slot in the group provides a slot bonus, and an additional bonus if matched to a particular class. Each class has unique abilities that it provides to the group, and the stats of all group members combine to form the final group stats that are used in combat.

Additional mechanics that I have been trying to work in are the use of special, one-time-use effects in the form of cards drawn from a deck every turn or some such thing, and the incorporation of booze in every facet of the game. Dwarves love them some drinkin’, you know. Mostly, the humor that goes into it is what will drive the fun. Anyone can walk to the local toy store and pick up a strategy board game for less than $20. Uniqueness is how I can be “more fun” than everyone else.

Anyway, I’ll list the classes and their respective abilities/stats once I have them in some sort of working order. (I think this is what’s known as a teaser :P)

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