v0.7 || RPG basics


Summary

This update focuses on adding features that emphasizes the roleplaying aspect of the game. For example by adding support for more kinds of resources, which can be labeled dynamically. A skill check system also leans into this. And support for more non-mechanical storytelling elements has been added.

New content & features

  • Added support for custom triggers. For example "SHOOT", "CAST", "SELL". This enables cards to interact in more specific ways.
    • For example an arrow can have "ON SHOOT", and a bow can trigger "SHOOT" on arrows.

  • Added support for adventure specific labeling/grouping of resources. Does not necessarily have a gameplay mechanical impact. But improves readability/context for many resources.
  • Added support for math operations. This enables number to be more dynamic. For example a card can gain resources based on the amount of another resource, or on the amount of cards on board. The system is very flexible, and opens up for new interesting design spaces.


  • Added support for "skill checks". A skill check is a stochastic condition, that can be passed or failed. This is a random action, where the probability of passing can be increased by various ways. For example relative to some resource the player has. This system opens up for interesting opportunities in the future. That rewards players for investing in certain things, but still keeps a level of risk/chance.

  • Added DisplayText card actions. This action has no gameplay mechanical impact, but serves as a storytelling element. And is in line with what I want to do with the project going forward. This can give players more context/story around certain events. But it can also give instructions and hints.

Future

I see three big things that could be worked on next:

  1. Improving the VERY cluttered/bloated GUI:
    I have for some time considered using a 3D scene, where can can be more easily moved around. This would enable the player to zoom in/out, removing the need for the scroll views currently in use.
    1. Pros: 
      1. Cleaner screen
      2. Better understandability
      3. Enable better scaling
    2. Cons:
      1. No new gameplay functionality
      2. Big up-front implementation cost
  2. Implementing Card/adventure creating GUI:
    Creating new cards not consists of writing raw json files. A GUI to create new cards would streamline the process alot, enabling easier protoryping, which long term can lead to better gameplay.
    1. Pros:
      1. Enable faster prototyping
      2. Enable non-develop user to easily generate cards/adventures
    2. Cons:
      1. No new gameplay functionality
      2. Small value if no external users would use it
  3. New simplified gameplay mechanics:
    The adventures/cards in later versions have been very bloated, and over complicated. Implementing new mechanics that streamlines certain processes, and simplifies functionality could be a good thing going forward. Optimally cards should have complexity, without being complicated.
    1. Pros:
      1. Bigger possible design space
      2. Better understandability
    2. Cons:
      1. Might not be the most important problem, compared to the GUI, and card creation process 

Which of the three I will focus on next I do not know.

Over the last 2-3 months I think I have spent too much time on content, over functionality. Content being the design of individual card and adventures. And functionality being the capabilities of the system. I would like to minimize the time spent on content, to prioritize functionality.

Long term I would like to explore the storytelling aspect even more. The concept that a deckbuilder can be used as an engine/framework to tell/experience dynamic stories.

Files

OCCA_0_7.zip 87 MB
49 days ago

Get OCCA: Open-Closed Card Adventures

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