Tuesday, October 15, 2013

Designing Abilities for Specific Roles

In order to try and avoid the issue of having useless abilities, I'm trying to make sure that the abilities used are applicable to many generic situations as opposed to specific ones, but I also want to make them more than just a typical "this person attacks at a long range." For instance, my current ability for my Mid Range Defense role gives them the ability to switch places with another unit as it's being attacked and takes the damage for them, which allows them to perform their role from a short distance, and doesn't (to me) feel like the typical wall that a defensive unit tends to be.

I'm still throwing ideas around for other roles, but once I get 5 down I'm ready to start throwing them against each other and playtest. Ultimately I would like to see if I can get classes filling each role at each distance (so 9 units total) but I understand that I don't need to have that many, even if I do need a good selection for players to choose from.

Hmm. I just realized that I haven't discussed any of the stats needed for the game yet, or how to approach that. Next post I'll have to address that.

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