14/08/2022
Yesterday was spent developing a new boardgame prototype.
The goal was extract mechanics and dynamics from Eve Online and World of Warships, to then simplify and combine these mechanics and dynamics that keeps most of the highly complex rock, paper, scissors dynamics but does so in a manner that is less complicated and less tedious.
I have finished a first working prototype that had each part of the mechanics and dynamics working.
I made it turn based, with one minute long turns.
And all probabilistic randomness is resolved using six sided dice. So the game can be played with any tokens, some sheets of paper, a pencil and one six sided dice.
I will be doing some play testing.
I am also working on the next step which is to design a program architecture to use when converting the game to a computer simulation.
I have spent the last few days researching different object oriented programming patterns and paradigms.
I'm struggling to find a paradigm that really sits right with me.
I'm feeling most interested in an approach that is modular and component based, but each variation of a module type inherets from the module type that it is a variant of.
I've been reading up on C++ programming patterns, dipping my toes into learning python and reading through the Microsoft foundational documentation for .Net and C #.
Progress in discovering and fully grasping new architectural paradigms is slow, but I feel like I might be close to grasping a new paradigm in the form of creating an object that is just an assembly of policy classes that each are a variation of a component type.
I'm sure that there are multiple ways of creating an architecture based on this concept but the picture is still fuzzy in my mind.
Hopefully a few more days of trawling through heaps of data will give me a clearer picture.
In the mean time I am breaking up the software architectural study with work refining the mechanics and dynamics of the current game prototype.
Once I have the core mechanics and dynamics of this combat system fully integrated I will then be using this as a template to extend and to skin with different aesthetics.
This core combat system will then form the core of my deisel punk seaplane pirate game, and the zombicorn magic vs technology game and it will then be made available for sale on the unity asset store and a starter kit for people to use as a ready to use complex and rewarding combat balance system.
I will start to be more regularly with devlogs in the future as this work progresses.
A salute to all the game devs out there daring to stretch the imagination of humanity.
o7
Pete