Game Devlog #0005

Game Devlog #0005

Time Brawl

Hey Game fans, Brock here. I cant recall where I got the idea for this game, but I love a game that balances setup, with gameplay.

 

Some games are as simple as pick your side of the map, place your minis, defeat he opponent. But I wanted something that was randomised in your approach to setup, therefore spreading randomness in the gameplay itself. Giving a variety of options rather than charge up the battlefield to meet your opponents.

 

A game that I loved for this was Relic Knight where you could place your mini anywhere on the map, so long as it met distance rules.

 

 But I wanted the next step of random.

 

Because I wanted the random,  I started the game dev determining how miniature placement would occur – A typical square battlefield can be broken into 9 squares. Because of this, D10 was ideal for for the basis of gameplay. And subsequently became the rolling choice of the game.

 

Identify your Number 1 square of the 9, and let the dice decide your location. 1-8 on the outside, and 9 in the middle. Once you have a square, place your mini in the middle, and a d10 determines from the centre, how far away, and the direction you move.

I wanted this as 2 people can get the same roll, and be right next to each other to start the game.

 

As this was the first thing I came up with, I then thought that a time travel based setting would be ideal. Everyone being sent back in time to fight. And as its time travel, that’s why the place is random. I.E. we can place you in a general location, but you’ll end up anywhere within that location.

 

Once I thought through this, then I had a great idea of the future of the game and expansions. Yes, I’m all ready thinking expansion before the base game was done. I.E A setting in the past, prehistoric, World Wars, all slip through time and meet and fight.

 

With time setting giving capacity for different maps, different weapons, different terrain, and different events.

 

With the above  I set out a rule set to capture attacking, defence, weapons caches, and other things within the rules.

 

This is where I’m up to.

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