I’ve lost track of the days. I apologize for that, but quarantine has been rough for everyone. I have been spending my days watching Game Grumps, painting, occasionally doing work for classes, and playing video games. Among the games I’ve been playing, Dr. Mario has been one I’ve gotten more into. Did you know that there’s a competitive community for Dr. Mario? Yeah, I didn’t know either, but it’s pretty cool. Also, did you know that back in the 90s (or at some point, not sure when), there was a furry uprising? A few months ago, I watched a documentary on the origins of furry culture with my partner, and I just remembered it. The “furry uprising” I mentioned refers to the Burned Fur Rebellion. If you want to know more, here ya go: https://www.youtube.com/watch?v=8aF2GxWi7Ag (yes, I am purposefully talking about furries since LeMasters seems to have something against them. Enjoy!)

Anyways, I have been thinking about the set up and mechanics of my game a bit more over the last few days. I was unable to take pictures of what I had (apologies, I uh… left everything at my partner’s place, which is something I tend to do a lot. That’s why they have a bunch of my scrunchies and books and hair clips and a few stuffed animals), so here is a rough diagram of what I’ve got:

As you can see, it’s set up like a chess board, but with a few obstacles. The green ones are trees, and the blue is a river. I decided to start small with what obstacles I implement, as I don’t want to do too much at one time. I may also design other types of boards with different themes; for example, one board might be a desert, and another might be a swamp. This way, there can be different types of terrain and obstacles that players must overcome.

The types of units I decided on are:
Archers
Cavaliers
Mages
Swordsmen
Clerics
Fighters

These units can use different weapons. For example, archers use a bow and arrow to fight. Mages obviously use magic. Cavaliers are mounted units that fight on horses, clerics are… clerics, and fighters can use axes or maces or something that’s big and heavy and they hit hard. Swordsmen are cool.

As I stated in a previous post, I decided to rely on RNG for this game. Players can move one space at a time and must be directly in front of an opposing unit to attack, meaning that one cannot attack from two spaces away or diagonally. We roll a dice to determine if an attack hits, and then roll again to determine the damage value. The player who is getting hit must then roll for defense to see how much damage they take.

Now, as I stated earlier… I left all my stuff at my partner’s house, including my play testing notes, and I… don’t remember how our first round of play testing went. I remember we agreed that determining the stats of each unit was a bit confusing, and there was too much math involved, so I will have to think of a different way to determine stats. At first, I was using the DnD style where you roll a bunch of numbers and assign them to whatever stat, but doing this for every single unit is a bit tedious and boring. I also need to think about stats beyond attack and defense, and I believe I had more, like constitution and strength, but like I said, too much math.

That’s all I have for now. In other news, I’ve been getting into Fatal Fury and King of Fighters (thank you Terry Bogard, I love you and you’re a king), and they’re pretty cool. I’ve always loved fighting games, with Street Fighter being my main one, but as soon as I have the money, I’m getting King of Fighters. Have this image of the Fatal Fury trio because I love them.

Fatal Fury | Art of fighting, Video game genre, Game art
(Art done by the amazing Shinkiro who has done so much amazing artwork for Fatal Fury and other stuff seriously I love this dude bless him)

Leave a Reply

Your email address will not be published. Required fields are marked *