Dev Update Oct 12: The Grand Design: Intro
There once was a Hobbit…
[p]I’m trapped in my hotel room in Las Vegas right now. My wife and kids are here for a dance conference. This laptop and hotel desk isn’t well suited to heavy game dev, so this week I switched tasks from programming the Resource spells to what I can do well from a hotel: Work on the core game loops of the game.[/p][hr][/hr][p]Eric Barone spent about 4 years making Stardew Valley. Most of us will agree: he did a good job.[/p][p]One of the challenges he faced was becoming a better pixel artist by the end of year four than he was day one. That meant having to go back and re-art things he had already finished.[/p][p]Over the years I have been working on Archmage Rises, I’d like to think I have grown as a developer and designer. I’ve been able to work on several titles, each very different from this one. I’ve worked with full time AAA designers, trained new designers, and put together a university course on game design. But most importantly, I’ve been able to converse with you the fans about deep design issues. Some of them have been monster long posts, but I appreciate and grow from the detailed feedback.[/p][p]Taking all I’ve done and learned I’m going to finally codify the core game loop of Archmage Rises. What is it about? What makes it fun? Why am I playing it?[/p][p]Many who worked with me on this will say, “It’s about time!”[/p]Think of it Like a Strategy Board Game
[p]While it looks and plays like an RPG, it’s actually a strategy management game under the hood.[/p][p]It was a breakthrough to think of it as managing a series of Resources in “interesting ways”. You can think of any game this way, including the original Doom. It helped clarify some things I have struggled with for years, drop some things I shouldn’t have done, and simplify some things I over complicated.[/p][p]I’ve spent 3 days straight going through every aspect to pull it into a (hopefully) cohesive whole. It’s going to take me 4 articles to explain it all: this week the overview, then one week on each core section. I’m excited to share it with you![/p][p]“What am I managing?[/p][p]Archmage Rises is about living the full life of a mage, understood through a Triad of Triads.[/p][h2]Self[/h2][p]Being a Human.[/p]
- [p]Health[/p]
- [p]Fatigue[/p]
- [p]Wellbeing[/p]
- [p]Spells[/p]
- [p]Experience Points (XP)[/p]
- [p]Tower[/p]
- [p]Relationships[/p]
- [p]Possessions[/p]
- [p]Legacy[/p]
- [p]Resources that rarely went up - not useful[/p]
- [p]Resources that only went up (no sinks)[/p]
- [p]Resources that couldn’t really be spent[/p]
- [p]Resources that only did one thing, or nothing at all![/p]
Until we Meet Again…
[p]This suffices for an overview. Next time I’ll go deeper into the design on Self.[/p][p]If you are a history buff like me, Audible has two of Ian Mortimer’s “Time Traveller’s Guide to…” books for free until Oct 21! I enjoyed Elizabethan England and am now listening to Regency England. Enjoy![/p]