Making the Game #3


Dev Log #3


This page is sparse, but shows some ideas that are not yet in the game. First, base management. I love the idea of a Base progressing just like how a player progresses.


I have rules written up for this, but I plan to include them in a future release of the game. I think they aren't as well fleshed out as they could be, but maybe that simplicity is a good thing.

Since working on this, I have played Blades in the Dark multiple times. The Gang mechanics in that are Innnnncredible. I don't think I want to do that exact thing in this game, but there are parts that may carry over.

At this time, I also imagined that "leveling up" meant that you would be getting upgrades of some kind. I was still thinking about it in a traditional leveling up mindset. The thought of milestones was there, but I was still thinking of it like how you pick feats in a Skyrim/Fallout or DnD/PF. Level up, get new neat thing. Also, the idea of players spending time researching stuff is fun to imagine.


On the right is MECHA FIGHTS. This is where another idea that will dominate much of these dev logs comes up.

TOUGH PUNCH KICK DODGE BLOCK RUN

These were originally the stats of the game. You would level these up, and they were the focus of the RANGER SELF side of the game. A lot of the early designs would revolve around this system, when paired with the Skill pyramid and perceptions scale of the TEEN SELF.

As for the Mecha fights themselves, I do have rules for this too. They aren't too different from this, the idea being you as a team combine all of your dice and collect as many doubles as possible. My initial thought with this was that you would be doing BIG hits. These mecha fights would be causing enough hurt to make them stand out dramatically from the on the ground fights.

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