Tilting at Windmills
A development blog for my vintage programming projects
Dust and Delays
Been awhile since I posted anything on the game... primarily because I haven't been working on it. My job (and the coding I'm doing) jumped up a notch, so when I get home, I'm usually not in a mood to do MORE coding.

Another factor has been running a D&D game. The new edition has made me realize a few things with a character system.

On an open-ended memory model, I'd have the freedom to design the system first, and then simply code it on the machine. On my very limited space TI, though, I have to do things in reverse; define and create every possible action until you hit what you can accomplish, and define your system based on what's possible, rather than what you would like. It's not a bad thing, though, having such a tight box. You focus on what you really want in the game, and discard the rest.

 For example, consider ability scores or attributes, a common stable of RPG's. Are they really needed? Most RPG's use them as an abstract value to derive other abstract values. In other words, they affect other variables in game, but have no direct effect in themselves. In a tight memory space, it may be best to discard them entirely, and just keep the ones that actually affect things directly, like hit points, damage bonuses, etc.

In fact, I've come full circle back to the idea of class systems. I actually like the idea of an open-ended character design, allowing players to custom-create classes. Sure it's got a lot of potential to be unbalanced, but that's part of the fun with CRPG's at times. :) However, the fact is I probably don't have the memory for it. An open-ended system requires more UI, more variable manipulation, etc.

So I may go back to a class system now. I'll also need to re-evaluate every element of a character and decide what goes in, and how each class advances. On the plus side, that means I can make sure each class is balanced and interesting to play.

Fortunately, that won't delay the combat engine at all. Because in the combat engine, to start with, every character will be an "uber" character, capable of doing everything. Classes become a limiter of action, in a sense. I'll have to design a separate set of milestones for the combat engine, and when it's complete I'll integrate it with the rest of the engine. It always helps to make a list of what needs doing so you can pace yourself.
2008-07-22 23:22:47 GMT
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