Anamnesis, of Renascents and Monsters,

A text-based simulation and role playing game of exploration, warfare, intrigue and romance in a low fantasy, early 20th century environment.

Friday, August 17, 2012

Simplifications and Restructuring

I intended to have a release ready to address all the feedback yesterday, but it's not going to make it until the weekend. I've just been butchering too much code to release anything without extensive testing first.

Mind you, that is not a bad thing, I believe I've made the game much simpler to understand for new players in the process.

Following valuable tips and feedback, I started by simplifying display. For example all unnecessary decimals have been removed and the projects' remaining weeks are automatically calculated now.

The biggest change however was on the commanding system.

First, there are no longer Vanguard and Rearguard statuses, all units can be used for all purposes as long as they are not currently busy with a project. Secondly, all the available actions (envoy, razzia, punitive expedition, etc) are now chosen after the unit is victorious. That is, instead of embarking on definite objectives, you are presented with 3 broad options:
  • Visit Area, like before, will open a route for your character to get there personally.
  • Send Expedition, will send one of your units to subjugate or at least fend the enemy unit, allowing you to occupy the territory, capture the unit, carry a punitive expedition, etc.
  • Send Envoy, lastly, will stay largely as it is for now, it will attempt a peaceful contact to offer a truce or the purchase of the land.
This system will also allow for easy expansion for future objective/quest related options. In future releases, you might be required to, for example, send an expedition to fend a unit off a territory and carry some sort of ritual in it or send an envoy to contact an enemy unit and stage a false flag attack.
 

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