For quite a while now, I've had a blog at both GeekdomOfGod.com (here) and Sientir.com. As this blog has mostly just become posts about various YouTube videos, and figuring out what other differences should exist between here and Sientir.com has proven unclear, I've decided to merge the contents of this blog (save this post, for obvious reasons) into Sientir.com.
In short, I'm retiring this blog, at least for the time being—it's always possible that a purpose for it will present itself, but for now, I'd rather consolidate where things are happening, rather than fracture them.
I will be leaving this blog up for now (mostly to preserve links), but future content from me, including posts about YouTube videos, will be found at Sientir.com, not here.
Sunday, March 1, 2020
I did a lot of playtesting this week, which produced a ton of useful information about what things are important to my game to make it fun to play. There was a lot, some of it balance oriented (like increasing the number of weapons each character can wield), some of it very practical (like adding the ability to sit by a fire to advance to the part of the day cycle you want). Taken together, I feel like there was a lot of progress made this week!
Sunday, February 23, 2020
I finally finished the first draft of all of the weapon damage formulas! I spend a bunch of this video discussing them. I also updated the way the weapon comparison display was being generated to better accommodate the way I calculate weapon damage.
I then discuss the character class detailed design work I'm just beginning to embark on, particularly the need for it and why what I've done on it up to this point hasn't been enough.
Sunday, February 16, 2020
As I was looking at weapon formulas, I began thinking about the fact that I'd want to balance the various weapons against each other as I worked on the game and got more of a sense of where balance should be late game. I also thought about how much work that tweaking was going to be, as I'm going to want to add more weapons to the game.
Then I had a realization: I could move the damage and critical hit multiplier formulas into functions in a separate file!
I go over that thought process and what I did about it in this video.
Sunday, February 9, 2020
Now with more webcam! I'm still a bit inexperienced with being on camera, so please be patient with me as I get used to it. :)
As for this episode, I finished plans for non-weapon equipment specs and fleshed out a couple more weapons, but my specific focus was on the early game experience—how does the game feel when you first start it up? What should that look like in equipment, goals, and skills? I generally figured out the first two this week, but while I've got a philosophy for that last one, I still need to hammer out the details.
There's also some smaller tweaks that I made and some other general concerns I want to keep an eye on. Overall, there's a lot to cover in this episode!
Sunday, February 2, 2020
The rest of life was really busy this week, so I wasn't able to get much done on Astral Collision. But "not much" isn't nothing! So let's talk about the things I did get done: Finishing the enchantments (I review 'em all); a new, additional necklace design; and a new Ninja skill!
Sunday, January 26, 2020
This week, I worked on fleshing out more details of the Adventurers' Guild. In particular, I worked on the Adventurer Ranks system and the Adventurers' Guild's headquarters building.