Devlog 24.30
It has been 4 weeks since my last devlog.
From June to mid-July, I expanded the Operation system and designed ahead for the next steps in development.
Encounters: Before I can get into the nitty-gritty of Operations, I need to implement the Encounter system. I could do with a rudimentary one at first but I need a way to gather and process data from a party or team of characters in the context of an Operation, then test their skills against primary and secondary objectives.
Characters: Before I get to encounters, I should have (at the very least) stand-in data for Characters so there's something to be sourced for Encounters. I was going to need to do this eventually and I don't think the character sheets will depend on any game system I haven't already implemented, so I'll likely work on this next.
Campaigns: I've designed campaigns as a high-level abstraction layer for consolidating Operations and I've worked out an API to connect the two. I think I've figured out what the "base case" is for a game world in absence of a running campaign. A "status quo," if you will.
Campaigns will allow you to "drop-in, drop-out, reset, and rerun" Operations as you like, so you can try your higher-level characters against the story, or put fresh recruits through their paces.
The last couple weeks, I've been taking a break and playing Disco Elysium and Mass Effect for downtime and inspiration in equal measure. Today I had a bit of inspiration and sketched out Factions from top to bottom to generate armies and battles to plug into character backgrounds.
Rogue Souls
Open-world Roguelike space trading game.
Status | In development |
Author | Tanys Foster |
Genre | Role Playing |
Tags | Open World, Space, Trading |
Languages | English |
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