It’s obvious already what an
“interesting” job it’s going to be, to find the exact right balance of gameplay
and strategy to make One Dee War an exciting and fun experience.
Version 1 (that was submitted for
the Make A Game In A Month challenge) had three units (small, medium and large
warriors), each of which took time to spawn (via a slowly recharging “Courage”
bar) and resources to create (so even if you had the necessary Courage you
couldn’t spawn a soldier without the resources).
Anya and I decided that these two
systems conflicted and we should go with one or the other. I felt that the
resource bar was least interesting – it was effectively a cooldown timer for
each unit and many RTS games had used this. I liked the Courage bar as it went
well with the one button approach and also led onto some interesting options in
the deck-building card game arena.
The idea is that you press and
hold to charge up a bar and release it to perform an action once Courage has
built up to the level you want. More powerful actions require more Courage, so
they take longer to trigger. In addition, those more powerful
actions can’t even be added to the army without the support from lower ranking
actions.
So, before battle, the player has
to build up a “deck” of actions/troops in such a way to give them access to the
more powerful actions.
Hopefully, this design gives
players who want to obtain the best results the kind of planning they’ll need,
whilst keeping the actual battling gameplay immediate, fast-paced and fun!
One Dee War Blog
Sunday, 12 August 2012
Thursday, 2 August 2012
One Button One Dee War
One Dee War started via a
challenge to “Make a game in a month!” that is a regular occurrence at my work.
Each month’s challenge has a theme, in this case “RTS (Real Time Strategy).” I
entered the challenge a bit late – the weekend before the deadline, but I was
able to throw together the first version of One Dee War.
It also made for an interestingly catchy title - One Button One Dee War!
While researching accessibility
in games recently, I came across “one button games”, games that could be played
with a single button input (that “button” could be the blink of an eye, the nod
of head or simply blowing down a tube). These games have been designed for
people with disabilities that prevent them from playing regular
controller-based games.
I’d been toying with the idea of
a one button game for a while, not necessarily from an accessibility angle, but
simply inspired by the Judgement Ring from the PS2 game “Shadow Hearts”. So
when I decided to have a go at the RTS Game In A Month challenge, I went with a
one button approach. And One Dee War was the result!
A huge advantage of the one button approach is
that it is perfectly suited to mobile gaming. The final version of One Dee War
is likely to have a more complicated interface than Version 1, but starting
from a point of absolute minimal complication seems like a great way to
approach my first mobile game!It also made for an interestingly catchy title - One Button One Dee War!
Sunday, 29 July 2012
One Dee War begins!
Hello! I’m Ed from Team Popo and
this is my first blog post about One Dee War, my first Team Popo game!
One Dee War is a game in which
the player takes their tribe of Viking explorers to a variety of ever more
fantastical lands in a quest to track down the ruthless, otherworldly force
that decimated their own land at the start of the game.
The player will build up and
train Vikings of many different types, each with their own strengths,
weaknesses and skills, in order to prevail over the host of civilisations and
monsters in their way.
The game will be suited to short
sessions of gameplay with longer lasting strategic planning – a mixture of puzzle
gaming (using the right troops for the right purpose), twitch gaming (releasing
troops at just the right time to use them most efficiently) and deck-building
card games (setting up the army in the best possible way to deal with each
challenge).
There are a lot of challenges
ahead and lots of features to test and balance, but I’m pretty pleased with how
One Dee War is already shaping up!
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