Sunday, October 19, 2014

Picking Enemies and Making Metrics

Research:

Looking at various lores and mythos of undead creatures, I found some unique and possibly cool enemies for Necromanager. Of course there are the well known zombies, skeletons, and vampires. Then there are the known but reference incorrectly, ghouls, revenant, and lich. And finally to fill out the group (so far) we have the Manananggal.

Pulling the classic creatures helps the audience easily identify enemies in the beginning of the game. Then introducing the new enemies the player will learn more about the ghouls, revenant, lich, and Manananggal. In addition to how the player must combat the new creature, since the old method won't work as well. Providing a different experience and more play ability.

This is the early creature types that we would like to experiment with during play to see how it effects the combat and how the player reacts. So we can work on balance and find what enemies need to be removed, switched, or replaced with new ones. 

Hoping to teach the player and provide interesting interaction for the graveyard with these new creature types. Which are to be implemented at a later date. Additionally more research is planned for new creatures and how the selected creatures may behavior. 

Metrics:

Speed, Strength, & Health. These are the metrics for the enemies so far. How they relate to combat is speed determines movement rate, strength determines damage dealt to the gate, and health determines the number hits before becoming stunned. 

A list is made for all enemies, but is still in early develop and is likely to change. 

Picking the Game

We Don't Need No Heroes! or Necromanager

The winner Necromanager!


Why:

We picked Necromanager as the game to move forward with. We see a lot of potential, many ways that it could go, and opportunities to showcase members skill.

Our first love was Necromanager, everytime we would discuss the game idea and various concepts the group was inspired about various options and cool ways that we could iterate on the game. For the other concept We Don't Need No Heroes! we saw potential but couldn't get as hyped or find the core of the game. We didn't know what was going to hold the audience with the second concept. Additionally the iterations that we did to the second game didn't quite get the game to the point we hoped. We wanted it to turn into something more, but it just never did.

With Necromanager, we knew the core experience, what would make it fun, and how to make it interesting for the audience. We knew where we were going and what the next steps we wanted to make. For us Necromanager is the game we want to work on and want others to enjoy playing.