SirLich,
@SirLich@mastodon.gamedev.place avatar

I'm creating a turn based game with random enemy spawns, telegraphed with a sigil on the floor one turn prior.

What do you think about having a few sigils, representing difficulty (minion, normal, elite, boss), rather than making all the sigils unique (or all the same?).

For example if you see en 'Elite' sigil you won't know whether it's a heavyweight (better to stand back), or a lich (better get close to kill quick).

Is this interesting, or just annoying?

j5v,
@j5v@mastodon.social avatar

@SirLich How about not making them different initially, then later, depending on character skill, the player sees different symbols.

This does a few things: makes it a skill of the character, not (just) the player. It simplified the game early stages. And if your game has RPG or learned skills, it adds rewarding tactical detail when the player invested in that skill.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@j5v Even better! I'm trying to add lots of roguelike elements, but struggling to come up with good skills. I like the ability of having some passive perception abilities

Igigog,
@Igigog@mastodon.gamedev.place avatar

@SirLich I guess, the real question is "based on the sigil, are there interesting decisions player can make?". If the "Elite" sigil is basically "you should get really close or really far", there is no decision to be made, so it's not useful. On the other hand, if it were to signal type of the enemy (melee, long range etc), I can see the potential to make decisions and be surprised by how underprepared I am when a boss level enemy arrives

a13x,
@a13x@mastodon.social avatar

@SirLich how about something in-between? Easy and difficult. It gives you room to strategise, but doesn't reveal to much information.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@a13x Yeah that's sort of what I proposed. So the middle ground between having unique sigils for every enemy (or having a SINGLE sigil for all enemies), is to use a few sigils, representing enemy difficulty.

This could be as simple as easy/hard, but probably should be slightly more fine-grained (e.g., minion, normal, elite, boss).

atropos148,
@atropos148@mastodon.gamedev.place avatar

@SirLich @a13x Have you considered more of a class-based
sigil? So the player knows that there is a brawler enemy coming, but they don't know how strong it is.
That way, they can prepare the positioning of their troops (and hope that it's not the strong enemy).

SirLich,
@SirLich@mastodon.gamedev.place avatar

@atropos148 @a13x That's a good option as well!

a13x,
@a13x@mastodon.social avatar

@SirLich your game sounds interesting. Is there any information about our online?

SirLich,
@SirLich@mastodon.gamedev.place avatar

@a13x It's a post jam for my ld55 entry Pentamania which you can player on the web here: https://sirlich.itch.io/penta-mania

My idea is to add some roguelike elements as well as more enemies/skills, and better art direction.

supernovafiles,
@supernovafiles@mastodon.gamedev.place avatar

@SirLich having unique sigils let the player adapt better to the enemies actions, this can lead to interesting strategies, I think.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@supernovafiles I probably just need to play-test. From my perspective there is both pros and cons to giving the player full information.

My thinking was that if the player knew EVERYTHING that would happen it might start to feel more puzzly and cerebral than I wanted, when I want to lean a bit closer to fingers-crossed-strategy. It's not on a grid for example.

Probably for bosses at least you should know what's coming ;)

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