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Never Give In dev diary #3

SQimage06

OK so blog #3, in which I go through the more developed version of the game - v0.2.1 - and a variant which used the same rules but had a different scenario - v0.2.2

The development story of v0.2.1 and v0.2.2 follows a classic narrative possibly similar to The Empire Strikes Back: setting the scene and initial adventure, a series of setbacks in which our heroes reach an emotional lowpoint, and then finishing with a glimmer of hope for the future.

So to recap the game concept, it's a 3 player co-op space fleet combat game in which each player takes on a specific role.

Never Give In dev diary #2

SQimage01.jpg

OK so second dev diary. See #1 for concept; this one is about my first playtest.

key:
AD - Admiral player
OP - Operations officer player
WC - Wing commander player

I wasn't sure where to start with testing, but I've noticed that I tend to spin ideas round and round in my head and get attached to them, only to find they don't work when it comes to applying them - so I figured jump straight in and see what works; that way the unworkable ideas won't have time to take root. This blog will go through the system I used to work up a first playable version: v0.1

The map

Never Give In dev diary #1

Hello blog

What's this?
This is a dev-diary blog I've decided to start keeping about a game I'm trying to design. I'm hoping that by codifying and recording thoughts here it will encourage me to be more disciplined about working steadily on the project. I'm also trying to get the ideas for the game away from my internal monologue and into the outside world so, while I don't really expect anyone will read this except me, if you're interested in anything you see please feel free to comment.

What's the game concept?

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