Jan 30 2012

AFFORDANCES

I had a go at merging the character and inventory screens. I think it’ll have to wait for now! I can do it, but I’ll have to rewrite the popup system so I can put item descriptions etc. into popups. So I started looking at a few other things instead.

CQ has some quite opaque mechanics. All the stats are pretty opaque, in fact! Attack, defense, speed and spirit all have non-obvious effects, and that’s a real killer when I’m trying to make them important. You can’t enjoy making choices unless you understand the relative merits of your options!

I’ve been experimenting with ways to clarify them:

Mousing over an enemy will now give you your chances to hit and get hit. There’s a similar display for the chance a spell will fail that shows up while spellcasting.

Another little fix here is the recharge timer on spells – the fireball spell there taking 8 turns to recharge. That’ll hopefully be a further guide to the impact of Spirit, though it might be unnecessary. As for Speed, I have no idea. You’ll just have to judge that by enemy movement.

Spell recharging is a pain. What really complicates it is that Spirit makes recharging faster, but Speed makes it (subjectively) slower. Objectively speaking, spells take the same amount of game time to recharge – but your turns happen faster! It’s a hard problem to fix. I could have spells charge faster when your Speed stat increases, meaning they take the same number of turns… but that makes the Speed stat even more powerful.

It might be a necessary compromise for the sake of clarity. I could try balancing it that way – make Spirit more important, accept that the Speed stat is part of a magic-casting character build unless matched with a really low Spirit, and make Speed points rare and valuable.

Well, this project’s still in the early stages, so I have the flexibility to try out stuff like that. 🙂 I’ll give it a shot!

4 Comments on “AFFORDANCES

  1. The main issue with relying on mouse overs too much is that it’s hard to translate over to mobile devices (there is not mouse-over on touch screens).

    Ideally I’d have liked a solution that doesn’t require them, but it’s not that big of an issue.

  2. Ah. Yeah.

    Well, I’ll keep the separate inventory screen for now. If necessary we can always redo the interface for the mobile version, though it’s not ideal.

  3. I know that this is an old post, but I’d like to say that this might be more information than I’d want to have. I feel like there should be at least some element of learning from experience what your limits are and which risks are worth taking. But I’m probably not a super-typical player either, so there’s that.
    That said, this is looking amazing and I’m really looking forward to playing it.

  4. Hey Redshrike. That’s… a good point. When we get round to playtesting, I’ll definitely look to see how people engage with the stats, if this stuff is helpful, and if it turns out to be destructive to the game’s atmosphere and challenge.

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