Week 47 Update


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TL;DR Took a break from UI work to implement interactive skill system and start framework for mod support (data-driven design).

Build & Deployment:

  • Updated project from Java 13 to Java 14. Might update to Java 17 before the final release, it ultimately depends on what features are available and if any breaking changes are introduced to the libraries in use.

Development:

  • Implemented skill system framework and support for data-driven skills i.e. modded skill support. Beside being the first step in the skill system, this is the first step in mod support, which is a bigger deal than I think can be summarized in one sentence.

Design

  • Combat role design! Codified some more role-based combat mechanics & systems. I cast a wide net for this stuff, including several editions of D&D and a number of board games & TTRPGs besides. Powers & abilities related to a character's combat role are referred to as Expertise: while unique to each Dream, they are mechanically similar in the sense they are different routes to the same goal, such as damage, support, healing, or control. Roles are as follows:
    • Face provides command & support: they call targets and assist team members. Example dreams: the Prince, the Lord, the Shepherd, and the Skald.
    • Rush provides overwhelming force: they are first on the scene and the last to leave. Example dreams: the Monk, the Druid, the Scout, and the Blackguard.
    • Tank provides positional strength: they capture points and hold the line. Example dreams: the Viking, the Sorcerer, the Revenant, and the Martyr.
    • Zone provides suppressing fire: they check movement and pin targets. Example dreams: the Assassin, the Oracle, the Witch, and the Ranger.
  • Dream (hero class) design! I've been working on Masteries, which represent the features that are unique to each Dream. They may share mechanical similarities to the Masteries of other Dreams but only in the broadest of strokes.
    • For example, the Witch has versatile shapeshifting powers, which are superficially similar to the Druid's Tree Form and the Warden's Weapon Form, however the latter two are specialized transformations for defensive and offensive purposes.
    • Some Masteries are tactical, like the Sapper's traps and torches, or the Scout's ambush and warhorn. Some Masteries are strategic, like the Hexe's potions, the Shaman's channeling, and the Prince's domain. Others are developmental, representing the pinnacle of one's craft, such as the Wizard's spellbook, the Shepherd's followers, the Oracle's revelation, or the Revenant's pact.
    • I started writing out rules text for some Dream powers. I've done a little work on these in the past but I have combat maneuvers written out now and I can start writing around them.
  • Nature (magic) design! I started writing out lore for each nature of magic, making some of the "implicit" characterization "explicit," at least in the design documentation if nothing else. 
    • I assigned placeholder icons for each nature of magic: Primal is an oak tree, Chaos is a flame, Shadow is a crescent moon, Warfare is dagger, Divine is the hamsa, Arcane is a rustic key, and Psionic is a lotus blossom.
    • Each nature of magic now has a pair of implied allies, a pair of implied rivals, and a pair of implied enemies.
  • Skill (systems) design! I'll have more to talk about next week when I've had time to put more stuff into documentation but for now I can say that Leigh-Ann and I hashed out the basic systems we want to support which will represent skill domains.

Influence:

Marketing:

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